;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　Ｓｈｉｎｋｉ　Ｃｏｎｓｔａｎｔｓ　Ｆｉｌｅ　Ｎｏ４
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　特殊技
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　Pクラッシュ
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 700]
Type     = S
MoveType = A
Physics  = N
Anim     = 700
Ctrl     = 0

[State 700, 変数]
Type = VarSet
Trigger1 = Time = 0
var(6) = 0

[State 700, 変数]
Type = VarSet
Trigger1 = !MoveContact
var(5) = P2StateNo
IgnoreHitPause = 1

[State 700, 変数]
Type = VarSet
Trigger1 = NumTarget != 0
Trigger1 = (var(5) = 131)
Trigger1 = MoveHit = 1
var(6) = 1
IgnoreHitPause = 1
Persistent = 0

[State 700, 移動速度]
Type = VelSet
Trigger1 = (AnimElem = 5)
X = 4.6

;**************************************************
[State 700, 攻撃力補正]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -15
IgnoreHitPause = 1
Persistent = 10

[State 700, 変数]
Type = VarSet
Trigger1 = (MoveHit = 1) && (HitPauseTime = 9)
var(7) = 700
IgnoreHitPause = 1
Persistent = 10

[State 700, ゲージ増減]
Type = PowerAdd
Trigger1 = (MoveHit = 1)
Value = IfElse(var(6),10,50)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 700, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 20
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 700, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 20
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 700, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 20
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 700, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 20
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 700, 音]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = s0,2
Channel = 1

;**************************************************
[State 700, ヒット定義]
Type = HitDef
Trigger1 = AnimElem = 8
Attr              = S, NA
Damage            = 0
GetPower          = 0,10
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = HA
Priority          = 4,Hit
PauseTime         = 10,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 18
Ground.HitTime    = 18
Air.HitTime       = 18
Ground.Velocity   = -8.5
Air.Velocity      = -4,4.5
AirGuard.Velocity = -4,2
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 50
ID = 20

;**************************************************
[State 700, 相手ライフ増減]
Type = TargetLifeAdd
Trigger1 = NumTarget != 0
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = Floor(-150*1+fvar(39)/100.0)
IgnoreHitPause = 1
Persistent = 12

[State 700, 相手ステート変更-1]
Type = TargetState
Trigger1 = NumTarget != 0
Trigger1 = (var(6) = 1) && (MoveHit = 1)
Value = 10020
ID = 20
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 700, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　Kクラッシュ
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 701]
Type     = S
MoveType = A
Physics  = N
Anim     = 701
Ctrl     = 0

[State 701, 変数]
Type = VarSet
Trigger1 = Time = 0
var(6) = 0

[State 701, 変数]
Type = VarSet
Trigger1 = !MoveContact
var(5) = P2StateNo
IgnoreHitPause = 1

[State 701, 変数]
Type = VarSet
Trigger1 = NumTarget != 0
Trigger1 = (var(5) = 130)
Trigger1 = MoveHit = 1
var(6) = 1
IgnoreHitPause = 1
Persistent = 0

[State 701, 移動速度]
Type = VelSet
Trigger1 = (AnimElem = 4)
X = 4.6

;**************************************************
[State 701, 攻撃力補正]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -15
IgnoreHitPause = 1
Persistent = 10

[State 701, 変数]
Type = VarSet
Trigger1 = (MoveHit = 1) && (HitPauseTime = 9)
var(7) = 700
IgnoreHitPause = 1
Persistent = 10

[State 701, ゲージ増減]
Type = PowerAdd
Trigger1 = (MoveHit = 1)
Value = IfElse(var(6),10,50)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 701, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 21
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)-10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 701, ヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 21
StateNo = 6000
ID = 6002
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)-10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 701, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveGuarded = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo = [150,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 21
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)-10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 701, ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveGuarded = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo = [150,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 21
StateNo = 6005
ID = 6000
Name = "GuardSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)-10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 701, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H) && (var(19))
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 21
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)-10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 701, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H) && (var(19))
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 21
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)-10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 701, 音]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s0,2
Channel = 1

[State 701, 音]
Type = PlaySnd
Trigger1 = (MoveHit = 1) && (var(19))
Value = s0,19
Channel = 20
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 701, ヒット定義]
Type = HitDef
Trigger1 = AnimElem = 6
Attr              = S, NA
Damage            = 0
GetPower          = 0,10
AnimType          = hard
HitFlag           = MAF
GuardFlag         = LA
Priority          = 4,Hit
PauseTime         = 10,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = -25,-25
HitSound          = -1
GuardSound        = -1
Ground.Type       = Low
Air.Type          = Low
Ground.SlideTime  = 18+(var(19)*6)
Ground.HitTime    = 18+(var(19)*6)
Air.HitTime       = 18+(var(19)*6)
Ground.Velocity   = -12.0
Guard.Velocity    = -6
Air.Velocity      = -4,4.5+(var(19)*3.5)
AirGuard.Velocity = -4,2
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 50
ID = 21

;**************************************************
[State 701, 相手ライフ増減]
Type = TargetLifeAdd
Trigger1 = NumTarget != 0
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = Floor(-150*1+fvar(39)/100.0)
IgnoreHitPause = 1
Persistent = 10

[State 701, 相手ステート変更]
Type = TargetState
Trigger1 = NumTarget != 0
Trigger1 = (MoveHit = 1) && (var(6) = 1)
Value = 10020
ID = 21
IgnoreHitPause = 1
Persistent = 0

[State 701, 相手ステート変更]
Type = TargetState
Trigger1 = NumTarget != 0
Trigger1 = (MoveHit = 1) && (var(6) = 0)
Value = 10025
ID = 21
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 701, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　霊撃
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 702]
Type     = S
MoveType = A
Physics  = N
Anim     = 702
Ctrl     = 0
VelSet   = 0

[State 702, アニメ]
Type = ChangeAnim
Trigger1 = 0;(PrevStateNo = [200,1999]) && (Time = 0)
Value = 703

[State 702, アニメ]
Type = ChangeAnim
Trigger1 = 0;(PrevStateNo = [120,155]) && (Time = 0)
Value = 704

[State 702, 変数増減];霊アイテム
Type = VarSet
Trigger1 = 0;AnimElem = 3
var(3) = 0

[State 702, 変数増減];霊撃数
Type = VarAdd
Trigger1 = 0;AnimElem = 3
var(47) = -1

[State 702, 変数増減]
Type = VarSet
Trigger1 = 0;fvar(36) < 5000
Trigger1 = (var(50) < 100) && (PrevStateNo!=[120,155])
Trigger1 = ProjHitTime(702) = 0
fvar(5) = 5000
IgnoreHitPause = 1

[State 702, 変数]
Type = VarSet
Trigger1 = Time = 0
var(35) = 0
IgnoreHitPause = 1

[State 702, 変数増減]
Type = VarAdd
Trigger1 = Time = 0
fvar(38) = -1000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 702, 攻撃力補正]
Type = VarSet
Trigger1 = ProjHitTime(702) = 0
fvar(39) = -20
IgnoreHitPause = 1
Persistent = 1

[State 702, 変数]
Type = VarSet
Trigger1 = ProjHitTime(702) = 0
var(3) = 1
IgnoreHitPause = 1

[State 702, ComboLimit]
Type = VarAdd
Trigger1 = ProjHitTime(702) = 0
fvar(27) = 60
IgnoreHitPause = 1

[State 702, 変数]
Type = VarSet
Trigger1 = ProjHitTime(702) = 0
var(7) = 3
IgnoreHitPause = 1

;**************************************************
[State 702, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (ProjContactTime(702) = 0) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 702
StateNo = 6000
ID = IfElse(ProjHitTime(702)=0,6002,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 702, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (ProjContactTime(702) = 0) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 702
StateNo = 6000
ID = IfElse(ProjHitTime(702)=0,6002,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 702, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (ProjHitTime(702) = 0) && (Enemy(0),Movetype = H) && (var(3) > 1)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 702
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 702, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (ProjHitTime(702) = 0) && (Enemy(1),Movetype = H) && (var(3) > 1)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 702
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 702, 無敵]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA
Time = 16

;**************************************************
[State 702, エフェクト]
Type = Helper
Trigger1 = Time = 0
Stateno = 6175
ID = 6175
Name = "Effect"
Pos = 0,-50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 702, 音]
Type = PlaySnd
Trigger1 = AnimElem = 5
Value = s2,0

;**************************************************
[State 702, 飛び道具]
Type = Projectile
Trigger1 = AnimElem = 5
Attr             = A, HP
Damage           = IfElse((PrevStateNo=[200,1999]),100,0)
GetPower         = 0
AnimType         = Hard
PauseTime        = 0,9
;-----------------------------------
Offset           = 0,-40
Velocity         = 0,0
ProjID           = 702
ProjAnim         = 705
ProjHitAnim      = 10000
ProjRemanim      = 10000
ProjHits         = 1
ProjMissTime     = 1
ProjScale        = 1,1
ProjPriority     = 9
ProjRemove       = 0
ProjRemoveTime   = 2
;-----------------------------------
HitFlag          = MAF
GuardFlag        = MA
SparkNo          = -1
SparkXY          = 0,999
HitSound         = -1
GuardSound       = -1
Ground.Type      = High
Ground.SlideTime = 24
Ground.HitTime   = 24
Ground.Velocity  = -IfElse((PrevStateNo=[200,1999]),.5,10),-IfElse((PrevStateNo=[200,1999]),10,5)
Air.Velocity     = -IfElse((PrevStateNo=[200,1999]),.5,10),-IfElse((PrevStateNo=[200,1999]),10,5)
YAccel           = .5
Fall = 1
Fall.Recover = 0
ID = 702

;**************************************************
[State 702, 相手ステート変更-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (ProjHitTime(702) = 0) && (fvar(27) >= 100)
Value = 10130
ID = 702
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 702, ステート変更]
Type = ChangeState
Trigger1 = (AnimTime = 0)
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　カード宣言
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 710]
Type     = S
MoveType = I
Physics  = S
Anim     = 710
Ctrl     = 0

[State 710, 変数]
Type = VarSet
Trigger1 = (var(59) = 0) && (var(5) = 5900)
var(5) = 0

[State 710, 変数]
Type = VarSet
Trigger1 = (var(59) = 1) && (PrevStateNo =[0,20]) && (var(5) = 5900)
var(5) = 0

;**************************************************
[State 710, 無敵]
Type = NotHitBy
Trigger1 = AnimElem = 10,>=0
Trigger2 = var(58) > 0
Value = SCA

[State 710, ライフ]
Type = LifeSet
Trigger1 = AnimElem = 10,=0
Value = LifeMax

[State 710, 特殊効果]
Type = AssertSpecial
Trigger1 = RoundState < 2
Trigger1 = var(58) > 0
Flag = Intro

;**************************************************
[State 710, 魔方陣]
Type = Helper
Trigger1 = !NumHelper(6115)
Trigger1 = var(58) = 0
Trigger1 = AnimElem = 10,=0
StateNo = 6115
ID = 6115
Name = "Mahojin"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Size.XScale = 1
Size.YScale = 1

[State 710, 敵専用スペルカード用]
Type = Helper
Trigger1 = var(58) > 0
Trigger1 = AnimElem = 10,=0
StateNo = 6205
ID = 6205
Name = "BackGround"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 710, カットイン]
Type = Helper
Trigger1 = AnimElem = 10,=0
StateNo = 6300
ID = 6300
Name = "Cut_In"
Pos = 0,0
PosType = P1
Ownpal = 1
SuperMoveTime = 99
PauseMoveTime = 99

;**************************************************
[State 710, 音]
Type = PlaySnd
Trigger1 = AnimElem = 10
Value = s2,4

;**************************************************
[State 710, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Trigger1 = (var(5) = 5900)
Value = 0
Ctrl = 0

[State 710, ステート変更]
Type = ChangeState
Trigger1 = (var(58) = [1,3])
Trigger1 = AnimTime = 0
Value = IfElse(var(58)=1,3500,IfElse(var(58)=2,3510,3520))

[State 710, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　回避結界
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 711]
Type     = U
MoveType = I
Physics  = N
Ctrl     = 0

[State 711, 無敵]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA
Time = 25

[State 711, 変数]
Type = VarSet
Trigger1 = Time = 0
var(4) = 711

[State 711, 変数]
Type = VarSet
Trigger1 = Time = 0
var(5) = (Command="holdfwd")+(Command="holdback")*2

[State 711, 変数増減]
Type = VarAdd
Trigger1 = Time = 0
fvar(37) = -1000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 711, エフェクト]
Type = Helper
Trigger1 = Time = 0
StateNo = 6180
ID = 6180
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 711, 音]
Type = PlaySnd
Trigger1 = Time = 0
Value = s2,2

;**************************************************
[State 711, ステート変更]
Type = ChangeState
Trigger1 = Time = 0
Value = IfElse(StateType=A,IfElse(var(5)=1,110,115),IfElse((Command="holddown"),40,IfElse(var(5)=1,100,105)))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ガード反撃
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 715]
Type     = S
MoveType = A
Physics  = N
Anim     = 715
Ctrl     = 0
VelSet   = 0

[State 715, 変数]
Type = VarSet
Trigger1 = Time = 0
var(35) = 0
IgnoreHitPause = 1

[State 715, 変数増減]
Type = VarAdd
Trigger1 = Time = 1
fvar(38) = -1000
IgnoreHitPause = 1
Persistent = 1

[State 715, 移動速度]
Type = VelSet
Trigger1 = AnimElem = 4
X = 5.6

[State 715, 軸位置移動]
Type = PosAdd
Trigger1 = AnimElem = 4
X = 16

;**************************************************
[State 715, 超必時間止め]
Type = SuperPause
Trigger1 = Time = 0
Time = 16
MoveTime = 16
Anim = -1
Pos = 0,0
Sound = s2,2
PowerAdd = 0
Darken = 0
P2Defmul = 1

;**************************************************
[State 715, 攻撃力補正]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(39) = -80
IgnoreHitPause = 1
Persistent = 10

[State 715, ComboLimit]
Type = VarAdd
Trigger1 = MoveHit = 1
fvar(27) = 100
IgnoreHitPause = 1
Persistent = 10

[State 715, 音]
Type = VarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,8,15)
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 715, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 715
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 715, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 715
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

;**************************************************
[State 715, 無敵]
Type = NotHitBy
Trigger1 = Time = 0
Value = SCA
Time = 24

;**************************************************
[State 715, エフェクト]
Type = Helper
Trigger1 = Time = 0
StateNo = 6180
ID = 6181
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5
SuperMoveTime = 16

[State 205, エフェクト]
Type = Helper
Trigger1 = AnimElem = 4
StateNo = 6010
ID = 6010
Name = "Effect"
Pos = 0,-47
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 2
Size.YScale = .75

;**************************************************
[State 715, 音]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = s0,4

;**************************************************
[State 715, ヒット定義]
Type = HitDef
Trigger1 = AnimElem = 4
Attr              = S, HA
Damage            = 0
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = N
Priority          = 4,Hit
PauseTime         = 10,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -8,-3
Air.Velocity      = -8,-3
AirGuard.Velocity = -5,-3
Fall = 1
Fall.Recover = 0
ID = 715

;**************************************************
[State 715, 相手ステート変更-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (fvar(27) >= 100)
Value = 10130
ID = 715
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 715, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　システムカード
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 720]
Type     = S
MoveType = I
Physics  = S
Anim     = 720
Ctrl     = 0

[State 720, アニメ]
Type = ChangeAnim
Trigger1 = (Time = IfElse(var(4)=0,97,IfElse(var(4)=1,61,41)))
Value = 721

[State 720, 変数]
Type = VarSet
Trigger1 = Time = 0
var(4) = (var(35)=13)+(var(35)=14)*2
IgnoreHitPause = 1

[State 720, 変数増減]
Type = VarAdd
Trigger1 = (var(4) = 0) && (Time = [21,97])
fvar(38) = 25.974026
IgnoreHitPause = 1
Persistent = 1

[State 720, 変数]
Type = VarSet
Trigger1 = (var(4) = 1) && (Time = 21)
fvar(2) = 240
IgnoreHitPause = 1
Persistent = 1

[State 720, 変数増減]
Type = VarAdd
Trigger1 = (var(4) = 2) && (Time = [21,41])
Trigger1 = fvar(36) < IfElse((fvar(37)=[1000,1999]),1000,IfElse((fvar(37)=[2000,2999]),2000,IfElse((fvar(37)=[3000,3999]),3000,IfElse((fvar(37)=[4000,4999]),4000,5000))))
fvar(36) = 250
IgnoreHitPause = 1
Persistent = 1

[State 720, 変数増減]
Type = VarAdd
Trigger1 = (var(4) = 2) && (Time = [21,41])
Trigger1 = fvar(36) >= IfElse((fvar(37)=[1000,1999]),1000,IfElse((fvar(37)=[2000,2999]),2000,IfElse((fvar(37)=[3000,3999]),3000,IfElse((fvar(37)=[4000,4999]),4000,5000))))
fvar(37) = 1000
IgnoreHitPause = 1
Persistent = 0

[State 720, 変数]
Type = VarSet
Trigger1 = Time = 1
var(35) = 0
IgnoreHitPause = 1

[State 720, 変数増減]
Type = VarAdd
Trigger1 = Time = 1
fvar(38) = -1000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 720, エフェクト]
Type = Helper
Trigger1 = Time = 21
StateNo = 6185
ID = 6185+var(4)
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1

[State 720, エフェクト]
Type = Helper
Trigger1 = Time = 0
StateNo = 6190
ID = 6190+var(4)
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 720, 音]
Type = PlaySnd
Trigger1 = Time = 0
Value = s2,1

[State 720, 音]
Type = PlaySnd
Trigger1 = Time = 21
Value = s2,3

;**************************************************
[State 720, ステート変更]
Type = ChangeState
Trigger1 = (Anim = 721) && (AnimTime = 0)
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　スキルカード
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 730]
Type     = S
MoveType = I
Physics  = S
Anim     = 730
Ctrl     = 0

[State 730, 変数]
Type = VarSet
Trigger1 = ((Time = 0) && (var(35) = 15) && (fvar(10) > 4))
fvar(10) = 0

[State 730, 変数]
Type = VarSet
Trigger1 = ((Time = 0) && (var(35) = 16) && (fvar(11) > 4))
fvar(11) = 0

[State 730, 変数]
Type = VarSet
Trigger1 = ((Time = 0) && (var(35) = 17) && (fvar(12) > 4))
fvar(12) = 0

[State 730, 変数]
Type = VarSet
Trigger1 = ((Time = 0) && (var(35) = 18) && (fvar(13) > 4))
fvar(13) = 0

[State 730, 変数増減]
Type = VarAdd
Trigger1 = ((Time = 0) && (var(35) = 15) && (fvar(10) < 4))
fvar(10) = 1

[State 730, 変数増減]
Type = VarAdd
Trigger1 = ((Time = 0) && (var(35) = 16) && (fvar(11) < 4))
fvar(11) = 1

[State 730, 変数増減]
Type = VarAdd
Trigger1 = ((Time = 0) && (var(35) = 17) && (fvar(12) < 4))
fvar(12) = 1

[State 730, 変数増減]
Type = VarAdd
Trigger1 = ((Time = 0) && (var(35) = 18) && (fvar(13) < 4))
fvar(13) = 1

;**************************************************
[State 730, 変数]
Type = VarSet
Trigger1 = ((Time = 0) && (var(35) = 19) && (fvar(10) != [10,14]))
fvar(10) = 10

[State 730, 変数]
Type = VarSet
Trigger1 = ((Time = 0) && (var(35) = 20) && (fvar(11) != [10,14]))
fvar(11) = 10

[State 730, 変数]
Type = VarSet
Trigger1 = ((Time = 0) && (var(35) = 21) && (fvar(12) != [10,14]))
fvar(12) = 10

[State 730, 変数]
Type = VarSet
Trigger1 = ((Time = 0) && (var(35) = 22) && (fvar(13) != [10,14]))
fvar(13) = 10

[State 730, 変数増減]
Type = VarAdd
Trigger1 = ((Time = 0) && (var(35) = 19) && (fvar(10) = [10,13]))
fvar(10) = 1

[State 730, 変数増減]
Type = VarAdd
Trigger1 = ((Time = 0) && (var(35) = 20) && (fvar(11) = [10,13]))
fvar(11) = 1

[State 730, 変数増減]
Type = VarAdd
Trigger1 = ((Time = 0) && (var(35) = 21) && (fvar(12) = [10,13]))
fvar(12) = 1

[State 730, 変数増減]
Type = VarAdd
Trigger1 = ((Time = 0) && (var(35) = 22) && (fvar(13) = [10,13]))
fvar(13) = 1

;**************************************************
[State 730, 変数]
Type = VarSet
Trigger1 = ((Time = 0) && (var(35) = 23) && (fvar(12) != [20,24]))
fvar(12) = 20

[State 730, 変数増減]
Type = VarAdd
Trigger1 = ((Time = 0) && (var(35) = 23) && (fvar(12) = [20,23]))
fvar(12) = 1

;**************************************************
[State 730, 変数]
Type = VarSet
Trigger1 = (Time = 0) && ((var(35) = 15) || (var(35) = 19))
var(4) = Floor(fvar(10))-(fvar(10)=[10,14])*10

[State 730, 変数]
Type = VarSet
Trigger1 = (Time = 0) && ((var(35) = 16) || (var(35) = 20))
var(4) = Floor(fvar(11))-(fvar(11)=[10,14])*10

[State 730, 変数]
Type = VarSet
Trigger1 = (Time = 0) && ((var(35) = 17) || (var(35) = 21) || (var(35) = 23))
var(4) = Floor(fvar(12))-(fvar(12)=[10,14])*10-(fvar(12)=[20,24])*20

[State 730, 変数]
Type = VarSet
Trigger1 = (Time = 0) && ((var(35) = 18) || (var(35) = 22))
var(4) = Floor(fvar(13))-(fvar(13)=[10,14])*10

[State 730, 変数]
Type = VarSet
Trigger1 = Time = 0
var(5) = (var(35)=16)+(var(35)=17)*2+(var(35)=18)*3+(var(35)=19)*4

[State 730, 変数]
Type = VarSet
Trigger1 = (Time = 0) && (!var(5))
var(5) = (var(35)=20)*5+(var(35)=21)*6+(var(35)=22)*7+(var(35)=23)*8

;**************************************************
[State 730, 変数]
Type = VarSet
Trigger1 = Time = 1
var(35) = 0
IgnoreHitPause = 1

[State 730, 変数増減]
Type = VarAdd
Trigger1 = Time = 1
fvar(38) = -1000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 730, エフェクト]
Type = Helper
Trigger1 = Time = 0
StateNo = 6190
ID = 6193+var(5)
Name = "Effect"
Pos = 0,-45
PosType = P1
Ownpal = 1
Size.XScale = 1
Size.YScale = 1

[State 730, レベル]
Type = Helper
Trigger1 = Time = 0
StateNo = 6191
ID = 6190+var(4)
Name = "Level"
Pos = 0,0
PosType = P1
Facing = Facing
Ownpal = 1
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 730, 音]
Type = PlaySnd
Trigger1 = Time = 0
Value = s2,1

;**************************************************
[State 730, ステート変更]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ＡＩ用　エアフォール
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 790]
Type     = A
MoveType = H
Physics  = N
Anim     = 5050
Ctrl     = 0

[State 790, 移動速度]
Type = HitVelSet
Trigger1 = Time = 0
X = 1
Y = 1

[State 790, 速度加算]
Type = VelAdd
Trigger1 = 1
Y = .31

;**************************************************
[State 790, 状態変更]
Type = StateTypeSet
Trigger1 = 1
MoveType = I

[State 790, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

;**************************************************
[State 790, ステート変更]
Type = ChangeState
Trigger1 = Vel Y > 0 && Pos Y >= 25
Value = 791

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ＡＩ用　バウンド
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 791]
Type     = L
MoveType = I
Physics  = N

[State 791, 移動速度]
Type = VelSet
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) = 0
Trigger1 = Vel X > 1
X = 1

[State 791, 移動速度]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 791, 速度加算]
Type = VelAdd
Trigger1 = (Anim = 5160)
y = .4

[State 791, 速度乗算]
Type = VelMul
Trigger1 = Time = 0
X = .75

[State 791, HitFallVel]
Type = HitFallVel
Trigger1 = (Anim = 5100) && (AnimTime = 0)

[State 791, 軸位置]
Type = PosSet
Trigger1 = Time = 0
Trigger2 = (Anim = 5100) && (AnimTime = 0)
Y = IfElse(Time=0,0,20)

[State 791, 軸位置固定]
Type = PosFreeze
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) != 0
value = 6

;**************************************************
[State 791, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 791, アニメ]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 5100

[State 791, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 5100) && (AnimTime = 0)
Value = 5160

;**************************************************
[State 791, エフェクト]
Type = Helper
Trigger1 = Time = 0
StateNo = 6104
ID = 6104
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 791, 音]
Type = PlaySnd
Trigger1 = Time = 1
Value = s0,3

;**************************************************
[State 791, ステート変更]
Type = ChangeState
Trigger1 = Time = 0
Trigger1 = GetHitVar(Fall.YVel) = 0
Trigger2 = Vel Y > 0 &&  Pos Y >= 12
Value = 792

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ＡＩ用　ダウン
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 792]
Type     = L
MoveType = I
Physics  = N

[State 792, 変数]
Type = VarSet
Trigger1 = Time = 0
var(5) = 0

[State 792, 変数増減]
Type = VarAdd
Trigger1 = Time = 0
var(58) = 1

[State 792, 移動速度]
Type = VelSet
Trigger1 = Time = 0
Y = 0

[State 792, 速度乗算]
Type = VelMul
Trigger1 = (Vel X != [.05,-.05])
X = .85

[State 792, 移動速度]
Type = VelSet
Trigger1 = (Vel X = [.05,-.05])
X = 0
Persistent = 0

[State 792, 軸位置]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;**************************************************
[State 792, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 792, アニメ]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 5170

[State 792, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 5170) && (AnimTime = 0)
Value = 5110

;**************************************************
[State 792, ステート変更]
Type = ChangeState
Trigger1 = Time > 50
Value = 793

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ＡＩ用　起き上がり
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 793]
Type     = L
MoveType = I
Physics  = N
Anim     = 5120
VelSet   = 0,0

;**************************************************
[State 793, 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

;**************************************************
[State 793, ステート変更]
Type = ChangeState
Trigger1 = (Anim = 5120) && (AnimTime = 0)
Value = IfElse(RoundState>2,0,IfElse(var(58)=4,3530,710))
Ctrl = IfElse(RoundState>2,1,0)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ＡＩ用　移動
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 795]
Type     = U
MoveType = I
Physics  = N
Ctrl     = 0

[State 795, アニメ]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = (Anim != [40,41])
Value = 40

[State 795, 変数]
Type = VarSet
Trigger1 = (Anim = 40) && (AnimElem = 1,=0)
var(4) = -1

[State 795, 変数増減]
Type = VarAdd
Trigger1 = 1
var(4) = 1

[State 795, 変数]
Type = VarSet
Trigger1 = var(4) = 0
sysvar(1) = IfElse(BackEdgeBodyDist<50,1,IfElse(FrontEdgeBodyDist<50,-1,-1+Random%3))

[State 795, アニメ]
Type = ChangeAnim
Trigger1 = var(4) = 5
Value = 41

[State 795, 状態変更]
Type = StateTypeSet
Trigger1 = var(4) = 0
StateType = S
Physics = N

[State 795, 状態変更]
Type = StateTypeSet
Trigger1 = var(4) = 5
StateType = A
Physics = N

[State 795, 移動速度]
Type = VelSet
Trigger1 = var(4) = 5
X = IfElse(sysvar(1)=0,Const(Velocity.Jump.Neu.X), IfElse(sysvar(1)=1,Const(Velocity.Jump.Fwd.X)+Random/499.5,Const(Velocity.Jump.Back.X)-Random/499.5))
Y = const(Velocity.Jump.Y)

[State 795, 速度加算]
Type = VelAdd
Trigger1 = StateType = A
Y = .15

[State 795, 変数]
Type = VarSet
Trigger1 = 1
var(51) = 795

[State 795, やられ上書き]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
StateNo = 11000
Time = 1

;**************************************************
[State 795, ステート変更]
Type = ChangeState
Trigger1 = StateType = A
Trigger1 = (Pos Y >= 0) && (Vel Y > 0)
Value = 52

;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　飛び道具関連
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　弱射撃　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2000]
MoveType = A
Physics  = N
Anim     = 2053
SprPriority = 5

[State 2000, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 1-(var(0)=5)*6
IgnoreHitPause = 1
Persistent = 1

[State 2000, 変数増減]
Type = VarAdd
Trigger1 = MoveContact
Trigger2 = var(1)
var(1) = 1
IgnoreHitPause = 1
Persistent = 1

[State 2000, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(5) = 1
IgnoreHitPause = 1

[State 2000, 変数増減]
Type = VarAdd
Trigger1 = var(1)
fvar(5) = (var(1)=1)-(var(1)>1)*.062
IgnoreHitPause = 1

[State 2000, 変数]
Type = VarSet
Trigger1 = 1
fvar(6) = 1-(fvar(6)=1)*.2
IgnoreHitPause = 1
Persistent = 2

[State 2000, 変数]
Type = VarSet
Trigger1 = var(1) = [1,2]
fvar(10) = .1+(Random/3330.)

[State 2000, 変数]
Type = VarSet
Trigger1 = var(1) = [1,2]
fvar(11) = 2+(Random/999.)

[State 2000, 変数]
Type = VarSet
Trigger1 = var(1) = [1,2]
fvar(12) = (Random/499.5*Pi)

[State 2000, 変数]
Type = VarSet
Trigger1 = var(1) = [1,2]
fvar(13) = .1+(Random/3330.)

[State 2000, 変数]
Type = VarSet
Trigger1 = var(1) = [1,2]
fvar(14) = 2+(Random/999.)

[State 2000, 変数]
Type = VarSet
Trigger1 = var(1) = [1,2]
fvar(15) = (Random/499.5*Pi)

[State 2000, 変数]
Type = VarSet
Trigger1 = var(1) = [1,2]
fvar(16) = .1+(Random/3330.)

[State 2000, 変数]
Type = VarSet
Trigger1 = var(1) = [1,2]
fvar(17) = 2+(Random/999.)

[State 2000, 変数]
Type = VarSet
Trigger1 = var(1) = [1,2]
fvar(18) = (Random/499.5*Pi)

;**************************************************
[State 2000, 変数]
Type = VarSet
Trigger1 = Time= 0
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 2000, 変数]
Type = VarSet
Trigger1 = Time= 0
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 2000, 変数]
Type = VarSet
Trigger1 = Time= 0
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 2000, 変数]
Type = VarSet
Trigger1 = Time= 0
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 2000, 変数]
Type = VarSet
Trigger1 = (IsHelper(2000))+(IsHelper(2001))+(IsHelper(2002))+(IsHelper(2003))
fvar(3) = IfElse(fvar(3)>10*(Pi/180.),10*(Pi/180.),IfElse(fvar(3)<-10*(Pi/180.),-10*(Pi/180.),fvar(3)))

[State 2000, 変数]
Type = VarSet
Trigger1 = (IsHelper(2010))+(IsHelper(2011))+(IsHelper(2012))+(IsHelper(2013))
fvar(3) = IfElse(fvar(3)>39*(Pi/180.),39*(Pi/180.),IfElse(fvar(3)<29*(Pi/180.),29*(Pi/180.),fvar(3)))

[State 2000, 変数]
Type = VarSet
Trigger1 = (IsHelper(2020))+(IsHelper(2021))+(IsHelper(2022))+(IsHelper(2023))
fvar(3) = IfElse(fvar(3)>-29*(Pi/180.),-29*(Pi/180.),IfElse(fvar(3)<-39*(Pi/180.),-39*(Pi/180.),fvar(3)))

[State 2000, 変数増減]
Type = VarAdd
Trigger1 = Time = 0
Trigger1 = (IsHelper(2000))+(IsHelper(2001))+(IsHelper(2002))+(IsHelper(2003))
fvar(3) = ((IsHelper(2000))*7.5-(IsHelper(2001))*7.5+(IsHelper(2002))*22.5-(IsHelper(2003))*22.5)*(Pi/180.)

[State 2000, 変数増減]
Type = VarAdd
Trigger1 = Time = 0
Trigger1 = (IsHelper(2010))+(IsHelper(2011))+(IsHelper(2012))+(IsHelper(2013))
fvar(3) = ((IsHelper(2010))*7.5-(IsHelper(2011))*7.5+(IsHelper(2012))*22.5-(IsHelper(2013))*22.5)*(Pi/180.)

[State 2000, 変数増減]
Type = VarAdd
Trigger1 = Time = 0
Trigger1 = (IsHelper(2020))+(IsHelper(2021))+(IsHelper(2022))+(IsHelper(2023))
fvar(3) = ((IsHelper(2020))*7.5-(IsHelper(2021))*7.5+(IsHelper(2022))*22.5-(IsHelper(2023))*22.5)*(Pi/180.)

;**************************************************
[State 2000, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = 12*Cos(fvar(3))
Y = -12*Sin(fvar(3))

[State 2000, 移動速度]
Type = VelSet
Trigger1 = MoveContact = 1
X = 0
Y = 0
[State 2000, 軸位置移動]
Type = PosAdd
Trigger1 = Time = 0
X = 20*Cos(fvar(3))
Y = -20*Sin(fvar(3))

;**************************************************
[State 2000, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -6*Root,fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 2000, ゲージ増加]
Type = ParentVarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,150,75)*Root,fvar(29))*Root,var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

[State 2000, ComboLimit]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(27) = 5
IgnoreHitPause = 1
Persistent = 1

[State 2000, 変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,9,15)
IgnoreHitPause = 1
Persistent = 1

[State 2000, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)*Root,fvar(26)

;**************************************************
[State 2000, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2000, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2000, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2000, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-10-(EnemyNear(var(58)),Const(Size.Ground.Front)),10+(EnemyNear(var(58)),Const(Size.Ground.Back))]) && (P2Dist Y=[-10,10-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2053)
Trigger1 = (var(59) = [1,40])
var(7) = 16
IgnoreHitPause = 1
Persistent = 2

[State 2000, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2053)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2000, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2053)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2000, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-10-(EnemyNear(var(58)),Const(Size.Ground.Front)),10+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-10,10-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2053)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2000, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2000
StateNo = 6000
ID = IfElse(MoveHit,6001,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 2000, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2000
StateNo = 6000
ID = IfElse(MoveHit,6001,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

;**************************************************
[State 2000, エフェクト]
Type = Explod
Trigger1 = (!var(1))
Anim = 2054+Random%4
ID = 2054
Pos = 5-Random%10,5-Random%10
Scale = .3,.3
SprPriority = 6
OwnPal = 1
Persistent = 1

[State 2000, エフェクト]
Type = Explod
Trigger1 = var(1) = [1,2]
Anim = 2033
ID = 2033
Pos = 0,0
PosType = P1
Scale = fvar(10),fvar(10)
Vel = fvar(11)*Cos(fvar(12)),-fvar(11)*Sin(fvar(12))
Accel = -fvar(11)*Cos(fvar(12))/55.0,fvar(11)*Sin(fvar(12))/55.0
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 1

[State 2000, エフェクト]
Type = Explod
Trigger1 = var(1) = [1,2]
Anim = 2033
ID = 2033
Pos = 0,0
PosType = P1
Scale = fvar(13),fvar(13)
Vel = fvar(14)*Cos(fvar(15)),-fvar(14)*Sin(fvar(15))
Accel = -fvar(14)*Cos(fvar(15))/55.0,fvar(14)*Sin(fvar(15))/55.0
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 1

[State 2000, エフェクト]
Type = Explod
Trigger1 = var(1) = [1,2]
Anim = 2033
ID = 2033
Pos = 0,0
PosType = P1
Scale = fvar(16),fvar(16)
Vel = fvar(17)*Cos(fvar(18)),-fvar(17)*Sin(fvar(18))
Accel = -fvar(17)*Cos(fvar(18))/55.0,fvar(17)*Sin(fvar(18))/55.0
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 1

;**************************************************
[State 2000, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2000, 透明度]
Type = Trans
Trigger1 = (var(0)= [0,3])*(!var(1))
Trans = Add

[State 2000, 透明度]
Type = Trans
Trigger1 = (var(0)= [4,5])*(!var(1))
Trans = Sub

[State 2000, 透明度]
Type = Trans
Trigger1 = var(1)
Trans = AddAlpha
Alpha = 256-var(1)*8,256

[State 2000, 角度]
Type = AngleSet
Trigger1 = (Vel X != 0)*(!var(0))
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)

[State 2000, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)*(!var(0))
Value = IfElse(Vel Y<0,90,-90)

[State 2000, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(5)*fvar(6)*(1+(!var(1))*.5),fvar(5)*fvar(6)/(1+(!var(1)))

[State 2000, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2000, ヒット定義]
Type = HitDef
Trigger1 = ((!MoveContact) && (!MoveReversed))
Attr              = A, NP
Damage            = 22
GetPower          = Ceil(150*Root,var(2)/1000.0),Ceil(75*Root,var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -4.5
Air.Velocity      = -4,-8.5
AirGuard.Velocity = -3,-4.25
YAccel = .5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(50*(Root,var(2)/1000.0))
SprPriority = 5
ID = 2000

;**************************************************
[State 2000, 飛び道具]
Type = Projectile
Trigger1 = ((!Root,NumTarget) && (MoveHit = 1))
Attr              = A, NP
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2001
ProjAnim          = 2091
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = +MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -4.5
Air.Velocity      = -4,-8.5
AirGuard.Velocity = -3,-4.25
YAccel = .5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(49*(Root,var(2)/1000.0))
NumHits = 0
Guard.Dist = 0
ID = 2000

;**************************************************
[State 2000, 相手ステート変更-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (Root,fvar(27) >= 100)
Value = 10130
ID = 2000
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2000, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(1) > 31)+(Root,Movetype = H)*(Root,StateNo != [150,155])
Trigger2 = Time > 49+var(0)
Trigger2 = ((Vel X > 0) && (FrontEdgeBodyDist < -100)) || ((Vel X < 0) && (BackEdgeBodyDist < -100))
Trigger3 = Time > 49+var(0)
Trigger3 = ((Vel Y < 0) && (ScreenPos Y < -100)) || ((Vel Y > 0) && (Pos Y > 100))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　→弱射撃　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2001]
MoveType = A
Physics  = N
Anim     = 2009
SprPriority = 5

[State 2001, 変数]
Type = VarSet
Trigger1 = (Time = 0)
var(0) = (Root,StateNo=451)

[State 2001, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)||(Time > 29)
fvar(0) = (Time=0)-(Time>0)*.025
IgnoreHitPause = 1
Persistent = 1

[State 2001, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)*Root,fvar(26)

;**************************************************
[State 2001, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2001, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear,Time>40)*41
IgnoreHitPause = 1

[State 2001, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear,Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2001, 状態変更]
Type = StateTypeSet
TriggerAll = (Time = [10,20])
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2001, 状態変更]
Type = StateTypeSet
TriggerAll = (Time = [10,20])
Trigger1 = (var(59) != [1,40])
MoveType = A

;**************************************************
[State 2001, 本体に付く位置]
Type = BindToRoot
Trigger1 = Time < 47
Time = 1
Pos = 31+(var(0)=1)*24,-42+(var(0)=1)*13

[State 2001, 透明度]
Type = Trans
Trigger1 = Time < 30
Trans = Add

[State 2001, 透明度]
Type = Trans
Trigger1 = Time > 29
Trans = AddAlpha
Alpha = 256-Time*8+240,256

[State 2001, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2001, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 1,fvar(0)

[State 2001, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2001, 飛び道具]
Type = Projectile
Trigger1 = (Time = [10,23]) && (MoveType = A)
Attr              = A, NP
Damage            = 18
GetPower          = Ceil(50*Root,var(2)/1000.0),Ceil(25*Root,var(2)/1000.0)
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2010
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 3
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 18
Air.HitTime       = 18
Ground.Velocity   = -4.5,-4
Air.Velocity      = -4.5,-4
AirGuard.Velocity = -3,-3
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(34*(Root,var(2)/1000.0))
ID = 2001
Persistent = 3

;**************************************************
[State 2001, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 61
Trigger2 = (Root,MoveType = H) && (Root,StateNo != [120,155])
Trigger3 = (Root,StateNo = [40,41])||(Root,StateNo = 52)||(Root,StateNo = [105,115])
Trigger4 = (Root,StateNo = [255,260])+(Root,StateNo = 455)+(Root,StateNo = [655,660])+(Root,StateNo = [1000,1999])
Trigger5 = (Root,StateNo = [790,793])

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　強射撃　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2005]
MoveType = A
Physics  = N
Anim     = 2011
SprPriority = 5

[State 2005, 変数増減]
Type = VarAdd
Trigger1 = (MoveContact = 1)
;Trigger2 = (Pos Y >= 0) && (Vel Y > 0)
Trigger2 = var(1)
var(1) = 1
IgnoreHitPause = 1
Persistent = 1

[State 2005, 変数増減]
Type = VarSet
TriggerAll = !var(2)
Trigger1 = (MoveContact = 1)
;Trigger2 = (Pos Y >= 0) && (Vel Y > 0)
var(2) = (MoveHit=1)+(MoveGuarded=1)*2+(Pos Y>=0)*3
IgnoreHitPause = 1
Persistent = 1

[State 2005, 変数]
Type = VarSet
Trigger1 = Time = 0
var(10) = Random%2

[State 2005, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 2011) && (var(1))
Value = 2012

;**************************************************
[State 2005, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2005))||(IsHelper(2006))||(IsHelper(2007))||(IsHelper(2008))
fvar(6) = ((IsHelper(2005))*50-(IsHelper(2006))*50+(IsHelper(2007))*40-(IsHelper(2008))*40)*(Pi/180.)

[State 2005, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2009))||(IsHelper(2010))||(IsHelper(2011))||(IsHelper(2012))
fvar(6) = ((IsHelper(2009))*30-(IsHelper(2010))*30+(IsHelper(2011))*20-(IsHelper(2012))*20)*(Pi/180.)

;**************************************************
[State 2005, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2020))||(IsHelper(2021))||(IsHelper(2022))||(IsHelper(2023))||(IsHelper(2024))
fvar(4) = ((IsHelper(2020))*40+(IsHelper(2021))*50+(IsHelper(2022))*60+(IsHelper(2023))*70+(IsHelper(2024))*80)*(Pi/180.)

;**************************************************
[State 2005, 変数]
Type = VarSet
Trigger1 = !var(1)
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 2005, 変数]
Type = VarSet
Trigger1 = !var(1)
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 2005, 変数]
Type = VarSet
Trigger1 = !var(1)
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 2005, 変数]
Type = VarSet
Trigger1 = !var(1)
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 2005, 変数]
Type = VarSet
TriggerAll = Time = 0
TriggerAll = (fvar(3) >= 27.5*(Pi/180.))+(fvar(3) <= -27.5*(Pi/180.))
Trigger1 = (IsHelper(2005))||(IsHelper(2006))||(IsHelper(2007))||(IsHelper(2008))
Trigger2 = (IsHelper(2009))||(IsHelper(2010))||(IsHelper(2011))||(IsHelper(2012))
fvar(3) = IfElse((fvar(3)>=27.5*(Pi/180.)),27.5,-27.5)*(Pi/180.)

[State 2005, 変数]
Type = VarSet
TriggerAll = Time = 0
Trigger1 = (IsHelper(2005))||(IsHelper(2006))||(IsHelper(2007))||(IsHelper(2008))
Trigger2 = (IsHelper(2009))||(IsHelper(2010))||(IsHelper(2011))||(IsHelper(2012))
fvar(4) = (fvar(3)-(1*Pi))+(fvar(6))

;**************************************************
[State 2005, 変数]
Type = VarAdd
Trigger1 = (Time != [5,14])
Trigger1 = !var(1)
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<.75*(Pi/180.),fvar(3)-fvar(4),.75*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-.75*(Pi/180.),fvar(3)-fvar(4),-.75*(Pi/180.)))

[State 2005, 変数]
Type = VarAdd
Trigger1 = (Time != [5,14])
Trigger1 = !var(1)
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<.75*(Pi/180.),fvar(3)-fvar(4),.755*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-.75*(Pi/180.),fvar(3)-fvar(4),-.75*(Pi/180.)))

[State 2005, 変数]
Type = VarAdd
Trigger1 = (Time != [5,14])
Trigger1 = !var(1)
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-.75*(Pi/180.),.75*(Pi/180.))

[State 2005, 変数]
Type = VarAdd
Trigger1 = (Time != [5,14])
Trigger1 = !var(1)
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<.75*(Pi/180.),fvar(3)-fvar(4),.75*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-.75*(Pi/180.),fvar(3)-fvar(4),-.75*(Pi/180.)))

[State 2005, 変数]
Type = VarAdd
Trigger1 = (Time != [5,14])
Trigger1 = !var(1)
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-.75*(Pi/180.),.75*(Pi/180.))

;**************************************************
[State 2005, 変数]
Type = VarAdd
TriggerAll = (Time = [5,14])
TriggerAll = !var(1)
TriggerAll = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
Trigger1 = (IsHelper(2005))||(IsHelper(2006))||(IsHelper(2007))||(IsHelper(2008))
Trigger2 = (IsHelper(2009))||(IsHelper(2010))||(IsHelper(2011))||(IsHelper(2012))
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<12*(Pi/180.),fvar(3)-fvar(4),12*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-12*(Pi/180.),fvar(3)-fvar(4),-12*(Pi/180.)))

[State 2005, 変数]
Type = VarAdd
TriggerAll = (Time = [5,14])
TriggerAll = !var(1)
TriggerAll = fvar(4) >= 0
TriggerAll = (fvar(3) >= .5*Pi)
Trigger1 = (IsHelper(2005))||(IsHelper(2006))||(IsHelper(2007))||(IsHelper(2008))
Trigger2 = (IsHelper(2009))||(IsHelper(2010))||(IsHelper(2011))||(IsHelper(2012))
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<12*(Pi/180.),fvar(3)-fvar(4),12*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-12*(Pi/180.),fvar(3)-fvar(4),-12*(Pi/180.)))

[State 2005, 変数]
Type = VarAdd
TriggerAll = (Time = [5,14])
TriggerAll = !var(1)
TriggerAll = fvar(4) <= 0
TriggerAll = (fvar(3) >= .5*Pi)
Trigger1 = (IsHelper(2005))||(IsHelper(2006))||(IsHelper(2007))||(IsHelper(2008))
Trigger2 = (IsHelper(2009))||(IsHelper(2010))||(IsHelper(2011))||(IsHelper(2012))
fvar(4) = IfElse(fvar(3)>fvar(4),-12*(Pi/180.),12*(Pi/180.))

[State 2005, 変数]
Type = VarAdd
TriggerAll = (Time = [5,14])
TriggerAll = !var(1)
TriggerAll = fvar(4) <= 0
TriggerAll = (fvar(3) <= -.5*Pi)
Trigger1 = (IsHelper(2005))||(IsHelper(2006))||(IsHelper(2007))||(IsHelper(2008))
Trigger2 = (IsHelper(2009))||(IsHelper(2010))||(IsHelper(2011))||(IsHelper(2012))
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<12*(Pi/180.),fvar(3)-fvar(4),12*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-12*(Pi/180.),fvar(3)-fvar(4),-12*(Pi/180.)))

[State 2005, 変数]
Type = VarAdd
TriggerAll = (Time = [5,14])
TriggerAll = !var(1)
TriggerAll = fvar(4) >= 0
TriggerAll = (fvar(3) <= -.5*Pi)
Trigger1 = (IsHelper(2005))||(IsHelper(2006))||(IsHelper(2007))||(IsHelper(2008))
Trigger2 = (IsHelper(2009))||(IsHelper(2010))||(IsHelper(2011))||(IsHelper(2012))
fvar(4) = IfElse(fvar(3)>fvar(4),-12*(Pi/180.),12*(Pi/180.))

;**************************************************
[State 2005, 変数]
Type = VarAdd
TriggerAll = (Time = [5,14])
TriggerAll = !var(1)
TriggerAll = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
Trigger1 = (IsHelper(2020))||(IsHelper(2021))||(IsHelper(2022))||(IsHelper(2023))||(IsHelper(2024))
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<3*(Pi/180.),fvar(3)-fvar(4),3*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-3*(Pi/180.),fvar(3)-fvar(4),-3*(Pi/180.)))

[State 2005, 変数]
Type = VarAdd
TriggerAll = (Time = [5,14])
TriggerAll = !var(1)
TriggerAll = fvar(4) >= 0
TriggerAll = (fvar(3) >= .5*Pi)
Trigger1 = (IsHelper(2020))||(IsHelper(2021))||(IsHelper(2022))||(IsHelper(2023))||(IsHelper(2024))
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<3*(Pi/180.),fvar(3)-fvar(4),3*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-3*(Pi/180.),fvar(3)-fvar(4),-3*(Pi/180.)))

[State 2005, 変数]
Type = VarAdd
TriggerAll = (Time = [5,14])
TriggerAll = !var(1)
TriggerAll = fvar(4) <= 0
TriggerAll = (fvar(3) >= .5*Pi)
Trigger1 = (IsHelper(2020))||(IsHelper(2021))||(IsHelper(2022))||(IsHelper(2023))||(IsHelper(2024))
fvar(4) = IfElse(fvar(3)>fvar(4),-3*(Pi/180.),3*(Pi/180.))

[State 2005, 変数]
Type = VarAdd
TriggerAll = (Time = [5,14])
TriggerAll = !var(1)
TriggerAll = fvar(4) <= 0
TriggerAll = (fvar(3) <= -.5*Pi)
Trigger1 = (IsHelper(2020))||(IsHelper(2021))||(IsHelper(2022))||(IsHelper(2023))||(IsHelper(2024))
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<3*(Pi/180.),fvar(3)-fvar(4),3*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-3*(Pi/180.),fvar(3)-fvar(4),-3*(Pi/180.)))

[State 2005, 変数]
Type = VarAdd
TriggerAll = (Time = [5,14])
TriggerAll = !var(1)
TriggerAll = fvar(4) >= 0
TriggerAll = (fvar(3) <= -.5*Pi)
Trigger1 = (IsHelper(2020))||(IsHelper(2021))||(IsHelper(2022))||(IsHelper(2023))||(IsHelper(2024))
fvar(4) = IfElse(fvar(3)>fvar(4),-3*(Pi/180.),3*(Pi/180.))

[State 2005, 変数]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

;**************************************************
[State 2005, 変数増減]
Type = VarAdd
Trigger1 = (Time < 50)
fvar(5) = (Time=0)*12-(Time<10)*1.2+(Time>9)*.5

[State 2005, 移動速度]
Type = VelSet
Trigger1 = 1
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

;**************************************************
[State 2005, 変数増減]
Type = VarAdd
Trigger1 = (Time = [0,19])||var(1)
fvar(10) = .025+(Time=0)*.475-(Time>19)*.05

;**************************************************
[State 2005, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -8*Root,fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 2005, ゲージ増加]
Type = ParentVarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,200,100)*Root,fvar(29))*Root,var(2)/1000.
IgnoreHitPause = 1
Persistent = 1

[State 2005, Rift Attack]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
Trigger1 = Floor(Root,fvar(25)*.0001) = 0
fvar(25) = 10000
IgnoreHitPause = 1

[State 2005, ComboLimit]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(27) = 5
IgnoreHitPause = 1
Persistent = 1

[State 2005, 変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,7,15)
IgnoreHitPause = 1
Persistent = 1

[State 2005, 変数]
Type = ParentVarSet
Trigger1 = (var(1) = 1) && (var(2) = 3)
var(8) = 2
IgnoreHitPause = 1
Persistent = 1

[State 2005, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)*Root,fvar(26)

;**************************************************
[State 2005, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2005, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2005, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2005, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-10-(EnemyNear(var(58)),Const(Size.Ground.Front)),10+(EnemyNear(var(58)),Const(Size.Ground.Back))]) && (P2Dist Y=[-10,10-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2011)
Trigger1 = (var(59) = [1,40])
var(7) = 16
IgnoreHitPause = 1
Persistent = 2

[State 2005, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2011)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2005, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2011)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2005, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-10-(EnemyNear(var(58)),Const(Size.Ground.Front)),10+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-10,10-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2011)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2005, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2005
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 2005, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2005
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

;**************************************************
[State 2005, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2005, 透明度]
Type = Trans
Trigger1 = var(1)
Trans = AddAlpha
Alpha = 256-var(1)*8,var(1)*8

[State 2005, 角度]
Type = AngleSet
Trigger1 = (Vel X != 0)*(var(2) < 2)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)

[State 2005, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)*(var(2) < 2)
Value = IfElse(Vel Y<0,90,-90)

[State 2005, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(10),fvar(10)

[State 2005, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2005, ヒット定義]
Type = HitDef
Trigger1 = (Time > 9)
Trigger1 = ((!MoveContact) && (!MoveReversed))
Attr              = A, NP
Damage            = 16
GetPower          = Ceil(200*Root,var(2)/1000.0),Ceil(100*Root,var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -4.5,-8
Air.Velocity      = -4,-8
AirGuard.Velocity = -3,-4
YAccel = .5
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(55*(Root,var(2)/1000.0))
SprPriority = 5
ID = 2005

;**************************************************
[State 2005, 飛び道具]
Type = Projectile
Trigger1 = ((!Root,NumTarget) && (MoveHit = 1))
Attr              = A, NP
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2001
ProjAnim          = 2091
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = +MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -4.5,-8
Air.Velocity      = -4,-8
AirGuard.Velocity = -3,-4
YAccel = .5
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(54*(Root,var(2)/1000.0))
NumHits = 0
Guard.Dist = 0
ID = 2005

;**************************************************
[State 2005, 相手ステート変更-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (Root,fvar(27) >= 100)
Value = 10130
ID = 2005
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 2005, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(1) > 31)+(Root,Movetype = H)*(Root,StateNo != [150,155])
Trigger2 = Time > 10
Trigger2 = ((Vel X > 0) && (FrontEdgeBodyDist < -100)) || ((Vel X < 0) && (BackEdgeBodyDist < -100))
Trigger3 = Time > 10
Trigger3 = ((Vel Y < 0) && (ScreenPos Y < -100)) || ((Vel Y > 0) && (Pos Y > 100))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　強射撃　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2006]
Physics  = N
Anim     = 2013
SprPriority = 5

[State 2006, 変数]
Type = VarSet
Trigger1 = Time = 0
var(0) = Random%2

[State 2006, 変数]
Type = VarSet
Trigger1 = Time = 0
var(4) = Root,var(4)

[State 2006, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(3) = (70+Random/16.65)

[State 2006, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = 1+Random/499.5

[State 2006, 変数]
Type = VarSet
Trigger1 = (Time = 0)*(!var(4))
Trigger1 = (IsHelper(2005))||(IsHelper(2006))||(IsHelper(2007))||(IsHelper(2008))
fvar(3) = ((IsHelper(2005))*160+(IsHelper(2006))*140+(IsHelper(2007))*120+(IsHelper(2008))*100)

[State 2006, 変数]
Type = VarSet
Trigger1 = (Time = 0)*(var(4))
Trigger1 = (IsHelper(2005))||(IsHelper(2006))||(IsHelper(2007))||(IsHelper(2008))
fvar(3) = ((IsHelper(2005))*160+(IsHelper(2006))*150+(IsHelper(2007))*140+(IsHelper(2008))*130)

[State 2006, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2009))||(IsHelper(2010))||(IsHelper(2011))||(IsHelper(2012))
fvar(3) = ((IsHelper(2009))*120+(IsHelper(2010))*110+(IsHelper(2011))*100+(IsHelper(2012))*90)

[State 2006, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2016))||(IsHelper(2017))||(IsHelper(2018))||(IsHelper(2019))||(IsHelper(2020))
fvar(3) = ((IsHelper(2016))*60+(IsHelper(2017))*65+(IsHelper(2018))*70+(IsHelper(2019))*75+(IsHelper(2020))*80)

;**************************************************
[State 2006, 移動速度]
Type = VelSet
Trigger1 = (Time = 0)
X = fvar(4)*Cos(fvar(3)*(Pi/180.))
Y = -fvar(4)*Sin(fvar(3)*(Pi/180.))

;**************************************************
[State 2006, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2006, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-Time*8,256

[State 2006, 角度]
Type = AngleAdd
Trigger1 = 1
Value = (3-var(0)*6)+((Time=0)*Random%359)

[State 2006, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 1-Time*.0234375,1-Time*.0234375

;**************************************************
[State 2006, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 31

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　→強射撃　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2010]
MoveType = A
Physics  = N
Anim     = 2014+(Root,var(4)*100)
SprPriority = 4

[State 2010, 変数増減]
Type = VarAdd
Trigger1 = (Time = [315,346])||(var(1) > 18)
var(0) = 1

[State 2010, 変数増減]
Type = VarAdd
Trigger1 = (Time = [295,324])||(var(2) > 2+var(4)*3)
var(1) = 1

[State 2010, 変数増減]
Type = VarAdd
Trigger1 = (MoveContact = 1)
var(2) = 1

[State 2010, 変数増減]
Type = VarAdd
Trigger1 = (MoveContact = 1) || (var(3) > 0)
var(3) = IfElse(MoveContact=1,(-var(3))+6,-1)

[State 2010, 変数増減]
Type = VarSet
Trigger1 = (Time = 0)
var(4) = Root,var(4)

[State 2010, 変数]
Type = VarSet
Trigger1 = 1
fvar(3) = (1.25+var(4)*1.25)+.75*(Sin((-100+Time*2.8)*(Pi/180.)))

[State 2010, 変数]
Type = VarSet
Trigger1 = (Time = [0,325]) && (var(2) < 3+var(4)*3)
fvar(0) = 1.9+Random/9990.0

[State 2010, 変数]
Type = VarSet
Trigger1 = (Time = 0)||(Time = [32,314]) && (var(2) < 3+var(4)*3)
fvar(1) = 1-(fvar(1)=1)*.1
Persistent = 2

[State 2010, 変数]
Type = VarAdd
Trigger1 = (Time < 32)||(Time = [315,346])||(var(1) > 18)
fvar(2) = (Time<32)*.03125-(Time>32)*.025

[State 2010, 変数]
Type = VarSet
Trigger1 = 1
fvar(10) = 3+Random/199.8

[State 2010, 変数]
Type = VarSet
Trigger1 = 1
fvar(11) = Random/499.5*Pi

[State 2010, 変数]
Type = VarSet
Trigger1 = 1
fvar(12) = .1+Random/4995.

;**************************************************
[State 2010, 移動速度]
Type = VelAdd
Trigger1 = (Time = 32)
Trigger2 = ((var(3) = 0) && (var(2) < 3+var(4)*3) && (Vel X < 2.4))
X = .05+(Time=32)*.5

[State 2010, 移動速度]
Type = VelSet
Trigger1 = (var(3) = 6)
X = 0

;**************************************************
[State 2010, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -4*Root,fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 2010, ゲージ増加]
Type = ParentVarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,100,50)*Root,fvar(29))*Root,var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

[State 2010, Rift Attack]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
Trigger1 = Floor(Root,fvar(25)*.0001) = 0
fvar(25) = 10000
IgnoreHitPause = 1

[State 2010, ComboLimit]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(27) = 10
IgnoreHitPause = 1
Persistent = 1

[State 2010, 変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,9,15)
IgnoreHitPause = 1
Persistent = 1

[State 2010, 音]
Type = ParentVarSet
Trigger1 = var(7)
var(7) = var(7)
IgnoreHitPause = 1
Persistent = 1

[State 2010, 変数]
Type = VarSet
Trigger1 = var(7)
var(7) = 0
IgnoreHitPause = 1
Persistent = 1

[State 2010, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)*Root,fvar(26)

;**************************************************
[State 2010, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2010, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2010, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2010, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-70-(EnemyNear(var(58)),Const(Size.Ground.Front)),70+(EnemyNear(var(58)),Const(Size.Ground.Back))]) && (P2Dist Y=[-70,70-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2014)+(Anim = 2114)
Trigger1 = (var(59) = [1,40])
var(7) = 16
IgnoreHitPause = 1
Persistent = 2

[State 2010, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2014)+(Anim = 2114)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2010, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2014)+(Anim = 2114)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2010, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-70-(EnemyNear(var(58)),Const(Size.Ground.Front)),70+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-70,70-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2014)+(Anim = 2114)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2010, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2010
StateNo = 6000
ID = IfElse(MoveHit,6010,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2010, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2010
StateNo = 6000
ID = IfElse(MoveHit,6010,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2010, エフェクトを消す]
Type = RemoveExplod
Trigger1 = NumExplod(2015)
ID = 2015

[State 2010, エフェクト]
Type = Explod
Trigger1 = (Time = [32,284]) && (var(2) < 3+var(4)*3)
Anim = 2015
ID = 2015
Pos = 0,0
Scale = fvar(3),fvar(3)
SprPriority = -4
OwnPal = 1
RemoveTime = 1

[State 2010, エフェクト]
Type = Explod
Trigger1 = (Time = [285,324]) || (var(1) > 0)
Anim = 2015
ID = 2015
Pos = 0,0
Scale = fvar(3),fvar(3)
SprPriority = -4
OwnPal = 1
RemoveTime = 1
Trans = AddAlpha
Alpha = 256-var(1)*8,256

[State 2010, エフェクト]
Type = Explod
Trigger1 = (Time = [32,314]) && (var(1) < 19)
Anim = 2003
ID = 2003
Pos = Floor((fvar(10)*3)*Cos(fvar(11))),Floor((-fvar(10)*3)*Sin(fvar(11)))
Scale = fvar(12),fvar(12)
Vel = fvar(10)*Cos(fvar(11)),-fvar(10)*Sin(fvar(11))
SprPriority = 5
OwnPal = 1
Persistent = 4

;**************************************************
[State 2010, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2010, 透明度]
Type = Trans
Trigger1 = !var(0)
Trans = Add

[State 2010, 透明度]
Type = Trans
Trigger1 = var(0)
Trans = AddAlpha
Alpha = 256-var(0)*8,256

[State 2010, 角度]
Type = AngleSet
Trigger1 = (Time > 31) && (var(1) < 19)
Value = Random%359
Persistent = 2

[State 2010, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(0)*fvar(1)*fvar(2),fvar(0)*fvar(1)*fvar(2)

[State 2010, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2010, ヒット定義]
Type = HitDef
Trigger1 = (Time = [32,314]) && (var(2) < 3+var(4)*3) && (!var(3))
Attr              = A, NP
Damage            = 30
GetPower          = Ceil(50*Root,var(2)/1000.0),Ceil(25*Root,var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -3,-5
Air.Velocity      = -3,-5
AirGuard.Velocity = -3,-3
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(60*(Root,var(2)/1000.0))
SprPriority = 5
Persistent = 1
ID = 2010

;**************************************************
[State 2010, 飛び道具]
Type = Projectile
Trigger1 = ((!Root,NumTarget) && (MoveHit = 1))
Attr              = A, NP
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2001
ProjAnim          = 2095+var(4)*4
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = +MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 23
Air.HitTime       = 23
Ground.Velocity   = -3,-5
Air.Velocity      = -3,-5
AirGuard.Velocity = -3,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(59*(Root,var(2)/1000.0))
NumHits = 0
Guard.Dist = 0
ID = 2010

;**************************************************
[State 2010, 相手ステート変更-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (Root,fvar(27) >= 100)
Value = 10130
ID = 2010
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 2010, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 31

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　カルマ　火炎弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2020]
Physics  = N
Anim     = 2016
SprPriority = 8

[State 2020, アニメ]
Type = ChangeAnim
Trigger1 = Time = 27
Value = 2017

[State 2020, 変数増減]
Type = VarSet
Trigger1 = (Time = [29,40])
var(0) = IfElse(var(0),0,1)
Persistent = 3

[State 2020, 変数増減]
Type = VarSet
Trigger1 = (Time = 0)
var(1) = (Root,fvar(10)=[1,4])+(Root,fvar(10)=4)

[State 2020, 変数増減]
Type = VarSet
Trigger1 = Root,MoveType = H
var(2) = 1

[State 2020, 変数増減]
Type = VarSet
Trigger1 = Time = 0
var(6) = Root,var(6)

[State 2020, 変数]
Type = VarSet
Trigger1 = (Time = [0,9]) || (Time = [27,28])
fvar(0) = IfElse(Time<10,Time*.025,IfElse(Time=27,2,1.75))

[State 2020, 変数増減]
Type = VarAdd
Trigger1 = (Time > 27)
fvar(0) = IfElse(Time>40,-.083333,IfElse(var(0),-.15,.15))

[State 2020, 変数]
Type = VarSet
Trigger1 = (Time = [0,9]) || (Time = [27,32])
fvar(1) = IfElse(Time<10,Time*.025,IfElse(Time=27,2,1.75))

[State 2020, 移動速度]
Type = VelSet
Trigger1 = Time = 17
X = 8+var(6)*12
Y = (Pos Y*-1)/10.0

[State 2020, 移動速度]
Type = VelSet
Trigger1 = Time = 27
X = 0
Y = 0

[State 2020, 本体に付く位置]
Type = BindToRoot
Trigger1 = (Time = [0,16])*(!var(2))
Time = 1
Pos = -12,-130

;**************************************************
[State 2020, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

[State 2020, ガードにさせない]
Type = AttackDist
Trigger1 = 1
Value = 0

;**************************************************
[State 2020, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2020, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear,Time>40)*41
IgnoreHitPause = 1

[State 2020, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear,Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2020, 状態変更]
Type = StateTypeSet
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2020, 状態変更]
Type = StateTypeSet
Trigger1 = (var(59) != [1,40])
MoveType = A

;**************************************************
[State 2020, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2020, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2020, 画面振動]
Type = EnvShake
Trigger1 = Time = 27
Time  = 15
Ampl  = 9
Freq  = 100
Phase = 100

[State 2020, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = IfElse(Time<28,0,-15)
Scale = fvar(0),fvar(1)

;**************************************************
[State 2020, 煙エフェクト]
Type = Explod
Trigger1 = Time = 27
Anim = 6091
ID = 6091
Pos = 0,0
Scale = 1,1
Ownpal = 1
SprPriority = 9
IgnoreHitPause = 1

;**************************************************
[State 2020, エフェクト]
Type = Helper
Trigger1 = Time = 27
StateNo = 2021
ID = 2021
Name = "Effect"
Pos = 0,0
PosType = P1
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 2020, エフェクト]
Type = Helper
Trigger1 = Time = 27
StateNo = 2022
ID = 2022
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 2020, 連爆弾]
Type = Helper
Trigger1 = (Time = 27)*(var(1))
StateNo = 2023
ID = 2023
Name = "Fire"
Pos = 20,0
PosType = P1
Facing = 1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 2020, 連爆弾]
Type = Helper
Trigger1 = (Time = 27)*(var(1))
StateNo = 2023
ID = 2023
Name = "Fire"
Pos = -20,0
PosType = P1
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 2020, 連爆弾]
Type = Helper
Trigger1 = (Time = 27)*(var(1) > 1)
StateNo = 2023
ID = 2024
Name = "Fire"
Pos = 10,0
PosType = P1
Facing = 1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 2020, 連爆弾]
Type = Helper
Trigger1 = (Time = 27)*(var(1) > 1)
StateNo = 2023
ID = 2024
Name = "Fire"
Pos = -10,0
PosType = P1
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2020, 音]
Type = PlaySnd
Trigger1 = (Time = 27)
Value = s10,5

;**************************************************
[State 2020, 飛び道具]
Type = Projectile
TriggerAll = MoveType = A
Trigger1 = Time = 29
Attr              = A, SP
Damage            = 150+Ceil(Root,fvar(10)*15),5
GetPower          = Ceil(200*Root,var(2)/1000.0),Ceil(100*Root,var(2)/1000.0)
AnimType          = Hard
PauseTime         = 0,0
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2018
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 5
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = -3,-8
Guard.Velocity    = -6
Air.Velocity      = -3,-8
AirGuard.Velocity = -6,-4
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(80*(Root,var(2)/1000.0))
ID = 2020

;**************************************************
[State 2020, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (Anim = 2017)*(AnimTime = 0)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　カルマ　輪エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2021]
Physics  = N
Anim     = 2019+(IsHelper(2022))
SprPriority = 6-(IsHelper(2022))*12

[State 2021, エフェクト]
Type = Helper
Trigger1 = (IsHelper(2021)) && (Time = 0)
StateNo = 2021
ID = 2022
Name = "Effect"
Pos = -2,0

[State 2021, 変数増減]
Type = VarAdd
Trigger1 = 1
var(0) = 12

[State 2021, 変数増減]
Type = VarSet
Trigger1 = (Time = 0)
var(1) = IfElse(IsHelper(2021),-20,Parent,var(1))

[State 2021, 変数増減]
Type = VarSet
Trigger1 = (Time = 0)
fvar(0) = IfElse(IsHelper(2021),.15,Parent,fvar(0))

[State 2021, 色]
Type = PalFX
Trigger1 = (IsHelper(2021))
Mul = 256-var(0),256-var(0),256-var(0)
Time = 1

;**************************************************
[State 2021, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2021, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

;**************************************************
[State 2021, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = 60+var(1)
Scale = 1+(Time*(.1+fvar(0))),1+(Time*(.1+fvar(0)/2.0))

;**************************************************
[State 2021, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 249

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　カルマ　火の粉
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2022]
Physics  = N
Anim     = 2021
SprPriority = 3

[State 2022, エフェクト]
Type = Helper
Trigger1 = (IsHelper(2022)) && (Time = 0)
StateNo = 2022
ID = 2023
Name = "Effect"

[State 2022, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2022)) && (Time = 0)
var(1) = 1

[State 2022, ステート変更]
Type = ChangeState
Trigger1 = (IsHelper(2022)) && (var(1) < 8)
Value = 2022

[State 2022, 変数増減]
Type = VarAdd
Trigger1 = Time > 20
var(0) = 12

[State 2022, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = 1+Random/499.5

[State 2022, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = Random/499.5*Pi

[State 2022, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = fvar(0)*Cos(fvar(1))
Y = -fvar(0)*Sin(fvar(1))

;**************************************************
[State 2022, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2022, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2022, 色]
Type = PalFX
Trigger1 = (IsHelper(2022))
Mul = 256-var(0),256-var(0),256-var(0)
Time = 1

;**************************************************
[State 2022, 角度]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)

[State 2022, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)

[State 2022, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 1-Time*.02,.5-Time*.01

;**************************************************
[State 2022, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 249

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　カルマ　連爆弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2023]
MoveType = A
Physics  = N
Anim     = 10000
SprPriority = 3

[State 2023, 軸位置移動]
Type = PosAdd
Trigger1 = Time > 2
X = 30-(IsHelper(2024))*15
Persistent = 10

;**************************************************
[State 2023, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=3,.03,Root,fvar(39)/100.0)

[State 2023, ガードにさせない]
Type = AttackDist
Trigger1 = 1
Value = 0

;**************************************************
[State 2023, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2023, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear,Time>40)*41
IgnoreHitPause = 1

[State 2023, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear,Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2023, 状態変更]
Type = StateTypeSet
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2023, 状態変更]
Type = StateTypeSet
Trigger1 = (var(59) != [1,40])
MoveType = A

;**************************************************
[State 2023, エフェクト]
Type = Explod
Trigger1 = 1
Anim = 2039
ID = 2039
Pos = 0,0
Scale = 1,1
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 2023, 飛び道具]
Type = Projectile
Trigger1 = (Time%10 = 2) && (MoveType = A)
Attr              = A, HP
Damage            = 20+IfElse((Root,fvar(10)=[0,4]),Ceil(Root,fvar(10)*2),0),1
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,0
Guard.PauseTime   = 0,0
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2094
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = .5,.5
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 2
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 19
Ground.HitTime    = 19
Air.HitTime       = 19
Ground.Velocity   = 0,-6.5
Guard.Velocity    = -8
Air.Velocity      = 0,-6.5
AirGuard.Velocity = -6,-2.5
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(60*(Root,var(2)/1000.0))
ID = 2023

;**************************************************
[State 2023, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (FrontEdgeBodyDist < -60) || (BackEdgeBodyDist < -60)
Trigger2 = (Root,Movetype = H)*(Root,StateNo != [150,155])+(Root,StateNo = [790,793])

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ファントムクロウ　斬撃攻撃判定
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2025]
MoveType = A
Physics  = N
Anim     = 10000
SprPriority = 5

[State 2025, 変数]
Type = VarSet
Trigger1 = Time = 0
var(0) = Root,var(4)

[State 2025, 変数]
Type = ParentVarSet
Trigger1 = (Time = [0,10+var(0)*15])
var(8) = 2025
IgnoreHitPause = 1
Persistent = 3

;**************************************************
[State 2025, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

;**************************************************
[State 2025, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2025, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2025, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2025, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[0-(EnemyNear(var(58)),Const(Size.Ground.Front)),130+(EnemyNear(var(58)),Const(Size.Ground.Back))]) && (P2Dist Y=[-70,70-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
Trigger1 = (var(59) = [1,40])
Trigger1 = (Time = [0,10+var(0)*16])
var(7) = 16
IgnoreHitPause = 1
Persistent = 2

[State 2025, 状態変更]
Type = StateTypeSet
Trigger1 = (var(59) = [1,40])
Trigger1 = (Time = [0,10+var(0)*16])
MoveType = I

[State 2025, 状態変更]
Type = StateTypeSet
Trigger1 = (var(59) != [1,40])
Trigger1 = (Time = [0,10+var(0)*16])
MoveType = A

[State 2025, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [0-(EnemyNear(var(58)),Const(Size.Ground.Front)),130+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-70,70-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
Trigger1 = (var(59) = [1,40])
Trigger1 = (Time = [0,10+var(0)*16])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2025, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2025, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

[State 2025, 斬撃]
Type = Helper
Trigger1 = (Time = [0,10+var(0)*16])
StateNo = 2026
ID = 2026
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 3
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 2025, 飛び道具-1]
Type = Projectile
Trigger1 = (Time = [0,10+var(0)*15]) && (MoveType = A)
Attr              = A, SP
Damage            = 20+Ceil((Root,fvar(13))*2),2
GetPower          = Ceil(50*Root,var(2)/1000.0),Ceil(25*Root,var(2)/1000.0)
AnimType          = Hard
PauseTime         = 0,10
Guard.PauseTime   = 0,10
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2023
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -2,-7
Guard.Velocity    = -6
Air.Velocity      = -2,-7
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(50*(Root,var(2)/1000.0))
ID = 2025
NumHits = 3
Persistent = 3

;**************************************************
[State 2025, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 48+var(0)*16

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ファントムクロウ　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2026]
Physics  = N
Anim     = 2000+(Random<500)*6
SprPriority = 8

[State 2026, エフェクト]
Type = Helper
Trigger1 = (IsHelper(2026)) && (Time = 0)
StateNo = 2026
ID = 2027
Name = "Effect"
Pos = -50+Random%100,-25+Random%50

[State 2026, エフェクト]
Type = Helper
Trigger1 = (IsHelper(2026)) && (Time = 2)
StateNo = 2026
ID = 2027
Name = "Effect"
Pos = -50+Random%100,-25+Random%50

[State 2026, エフェクト]
Type = Helper
Trigger1 = (IsHelper(2026)) && (Time = 0)
StateNo = 2026
ID = 2028
Name = "Effect"
Pos = -100+Random%100,-10+Random%20
Size.XScale = 2
Size.YScale = 1

[State 2026, アニメ]
Type = ChangeAnim
Trigger1 = (IsHelper(2028)) && (Time = 0)
Value = 2022

;**************************************************
[State 2026, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
fvar(1) = .0075

[State 2026, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(2) = 1+Random/499.5

[State 2026, 変数]
Type = VarSet
Trigger1 = (!IsHelper(2028)) && Time = 0
fvar(3) = .25+Random/363.272727

[State 2026, 変数]
Type = VarSet
Trigger1 = (IsHelper(2028)) && Time = 0
fvar(3) = .2+Random/4995.

[State 2026, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = 1+Random/499.5

[State 2026, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(10) = (20-Random/16.65)*(Pi/180.)

[State 2026, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = fvar(0)*Cos(fvar(10))
Y = -fvar(0)*Sin(fvar(10))

;**************************************************
[State 2026, 透明度]
Type = Trans
Trigger1 = !IsHelper(2028)
Trigger2 = IsHelper(2028) && (Time < 18)
Trans = Add

[State 2026, 透明度]
Type = Trans
Trigger1 = (IsHelper(2028)) && (Time > 17)
Trans = AddAlpha
Alpha = 256-Time*25+450,256

[State 2026, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2026, 角度]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180./Pi)+((Vel X<0)*180)

[State 2026, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)

[State 2026, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = (1-fvar(1))*fvar(2),(1-fvar(1))*fvar(3)

;**************************************************
[State 2026, ヘルパーを消す]
Type = DestroySelf
Trigger1 = AnimTime = 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　アストラルエイジス　バリア
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2030]
MoveType = A
Physics  = N
Anim     = 2024+(IsHelper(2031))+(IsHelper(2130))*2+(IsHelper(2131))*3+(IsHelper(2230))*4+(IsHelper(2231))*4
SprPriority = 4

[State 2030, 変数増減]
Type = VarAdd
Trigger1 = Root,Anim != 1030
Trigger2 = (var(0) < 11)+(var(0) > 11)
var(0) = 1

[State 2030, 変数増減]
Type = VarSet
Trigger1 = Root,MoveType = H
var(1) = 1

[State 2030, 変数増減]
Type = VarAdd
Trigger1 = (var(0) < 11)+(var(0) > 11)
fvar(0) = .05+(var(0)<11)*.05

[State 2030, 親の変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(4) = 1
IgnoreHitPause = 1
Persistent = 1

[State 2030, 軸位置]
Type = PosSet
Trigger1 = !var(1) && var(0) < 12
X = (Root,Pos X)+30*Facing
Y = (Root,Pos Y)-37

;**************************************************
[State 2030, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -5*Root,fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 2030, ゲージ増加]
Type = ParentVarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,100,50)*Root,fvar(29))*Root,var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

[State 2030, Rift Attack]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
Trigger1 = Floor(Root,fvar(25)*.0001) = 0
fvar(25) = 10000
IgnoreHitPause = 1

[State 2030, ComboLimit]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(27) = 5
IgnoreHitPause = 1
Persistent = 1

[State 2030, 変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,3,15)
IgnoreHitPause = 1
Persistent = 1

[State 2030, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = fvar(39)
fvar(39) = fvar(39)

[State 2030, 変数]
Type = VarSet
Trigger1 = fvar(39)
fvar(39) = 0

[State 2030, 変数]
Type = ParentVarSet
Trigger1 = var(7)
var(7) = var(7)

[State 2030, 変数]
Type = VarSet
Trigger1 = var(7)
var(7) = 0

[State 2030, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

[State 2030, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(56) > 0
Value = 0

;**************************************************
[State 2030, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2030
StateNo = 6000
ID = IfElse(MoveHit,6002,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2030, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2030
StateNo = 6000
ID = IfElse(MoveHit,6002,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2030, 無敵]
Type = NotHitBy
Trigger1 = (var(0) < 11)+(var(0) > 11)
Value = SCA

[State 2030, 無敵]
Type = NotHitBy
Trigger1 = (var(0) = 11)
Value = ,AA,AT

[State 2030, やられ上書き]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
StateNo = 2031
Time = 1

[State 2030, 透明度]
Type = Trans
Trigger1 = var(0) < 12
Trans = Add

[State 2030, 透明度]
Type = Trans
Trigger1 = var(0) > 11
Trans = AddAlpha
Alpha = 256-(var(0)*10-130),256

[State 2030, 特殊効果]
Type = AssertSpecial
Trigger1 = var(1)
Flag = Invisible

[State 2030, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2030, 状態変更]
Type = StateTypeSet
Trigger1 = (var(0) > 11)
MoveType = I

[State 2030, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = fvar(0)/2.,fvar(0)

;**************************************************
[State 2030, ヒット定義]
Type = HitDef
Trigger1 = var(0) = 11 && !MoveContact
Attr              = A, SA
Damage            = 20,1
GetPower          = Ceil(50*Root,var(2)/1000.0),Ceil(25*Root,var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -5,-3
Air.Velocity      = -5,-3
AirGuard.Velocity = -5,-3
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(60*(Root,var(2)/1000.0))
SprPriority = 5
Persistent = 1
ID = 2030

;**************************************************
[State 2030, 飛び道具]
Type = Projectile
Trigger1 = ((!Root,NumTarget) && (MoveHit = 1))
Attr              = A, SA
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2001
ProjAnim          = 2028
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = +MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 23
Air.HitTime       = 23
Ground.Velocity   = -5,-3
Air.Velocity      = -5,-3
AirGuard.Velocity = -5,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(59*(Root,var(2)/1000.0))
NumHits = 0
Guard.Dist = 0
ID = 2030

;**************************************************
[State 2030, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 38

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　バリア　攻撃を受けた時
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2031]
MoveType = I
Physics  = N
SprPriority = 4

[State 2031, 軸位置]
Type = PosSet
Trigger1 = !var(1) && var(0) < 12
X = (Root,Pos X)+30*Facing
Y = (Root,Pos Y)-37

[State 2031, 変数増減]
Type = VarSet
Trigger1 = 1
fvar(1) = Random%359*(Pi/180.)

[State 2031, 変数増減]
Type = VarSet
Trigger1 = 1
fvar(2) = Random%359*(Pi/180.)

[State 2031, 変数増減]
Type = VarSet
Trigger1 = 1
fvar(3) = Random%359*(Pi/180.)

[State 2031, 変数増減]
Type = VarSet
Trigger1 = 1
fvar(4) = Random%359*(Pi/180.)

;**************************************************
[State 2031, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = fvar(39)
fvar(39) = fvar(39)

[State 2031, 変数]
Type = VarSet
Trigger1 = fvar(39)
fvar(39) = 0

[State 2031, 変数]
Type = ParentVarSet
Trigger1 = var(7)
var(7) = var(7)

[State 2031, 変数]
Type = VarSet
Trigger1 = var(7)
var(7) = 0

[State 2031, ゲージ増加]
Type = ParentVarAdd
Trigger1 = (Time = 0)*(IsHelper(2230))
fvar(38) = ((200+(Root,fvar(14))*20)*Root,fvar(29))*Root,var(2)/1000.0

[State 2031, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

[State 2031, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(56) > 0
Value = 0

;**************************************************
[State 2031, 無敵]
Type = NotHitBy
Trigger1 = (var(0) < 11)+(var(0) > 11)
Value = SCA

[State 2031, 無敵]
Type = NotHitBy
Trigger1 = (var(0) = 11)
Value = ,AA,AT

[State 2031, 透明度]
Type = Trans
Trigger1 = var(0) < 12
Trans = Add

[State 2031, 透明度]
Type = Trans
Trigger1 = var(0) > 11
Trans = AddAlpha
Alpha = 256-(var(0)*10-130),256

[State 2031, やられ上書き]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
StateNo = 2031
Time = 1

;**************************************************
[State 2031, 弾]
Type = Helper
Trigger1 = (Time = 0)*(IsHelper(2231))
StateNo = 2032
ID = 2032
Name = "Bullet"
Pos = Floor(45*Cos(fvar(1))/2.),Floor(-45*Sin(fvar(1)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .25

[State 2031, 弾]
Type = Helper
Trigger1 = (Time = 0)*(IsHelper(2231))
Trigger1 = (Root,fvar(14)=[2,4])
StateNo = 2032
ID = 2032
Name = "Bullet"
Pos = Floor(45*Cos(fvar(2))/2.),Floor(-45*Sin(fvar(2)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .25

[State 2031, 弾]
Type = Helper
Trigger1 = (Time = 0)*(IsHelper(2231))
Trigger1 = (Root,fvar(14)=[3,4])
StateNo = 2032
ID = 2032
Name = "Bullet"
Pos = Floor(45*Cos(fvar(3))/2.),Floor(-45*Sin(fvar(3)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .25

[State 2031, 弾]
Type = Helper
Trigger1 = (Time = 0)*(IsHelper(2231))
Trigger1 = (Root,fvar(14)=4)
StateNo = 2032
ID = 2032
Name = "Bullet"
Pos = Floor(45*Cos(fvar(4))/2.),Floor(-45*Sin(fvar(4)))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .25

;**************************************************
[State 2031, 音]
Type = PlaySnd
Trigger1 = (Time = 0)*(IsHelper(2231))
Value = s10,0
Channel = 1
Persistent = 1

;**************************************************
[State 2031, ステート変更]
Type = ChangeState
Trigger1 = 1
Value = 2030

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　反射攻撃
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2032]
MoveType = A
Physics  = N
Anim     = 2009
SprPriority = 5

[State 2032, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)||(Time > 9)
fvar(0) = (Time=0)-(Time>0)*.025
IgnoreHitPause = 1
Persistent = 1

[State 2032, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)*Root,fvar(26)

;**************************************************
[State 2032, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2032, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear,Time>40)*41
IgnoreHitPause = 1

[State 2032, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear,Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2032, 状態変更]
Type = StateTypeSet
TriggerAll = (Time = [9,11])
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2032, 状態変更]
Type = StateTypeSet
TriggerAll = (Time = [9,11])
Trigger1 = (var(59) != [1,40])
MoveType = A

;**************************************************
[State 2032, 透明度]
Type = Trans
Trigger1 = Time < 10
Trans = Add

[State 2032, 透明度]
Type = Trans
Trigger1 = Time > 9
Trans = AddAlpha
Alpha = 256-Time*8+80,256

[State 2032, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2032, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 1,fvar(0)

[State 2032, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2032, 飛び道具]
Type = Projectile
Trigger1 = (Time = 10) && (MoveType = A)
Attr              = A, SP
Damage            = 25+Ceil((Root,fvar(14))*2.5),5
GetPower          = Ceil(100*Root,var(2)/1000.0),Ceil(50*Root,var(2)/1000.0)
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2010
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 3
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 18
Air.HitTime       = 18
Ground.Velocity   = -3,-6
Air.Velocity      = -3,-6
AirGuard.Velocity = -3,-4
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(69*(Root,var(2)/1000.0))
ID = 2032
Persistent = 3

;**************************************************
[State 2032, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 41

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ディヴァインジャベリン　槍
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2100]
MoveType = A
Physics  = N
Anim     = 2029
SprPriority = 5

[State 2100, アニメ]
Type = ChangeAnim
Trigger1 = (Time > 88)*(Anim = 2029)*(Pos Y >= -75)
Value = 2030

[State 2100, 変数]
Type = VarSet
Trigger1 = Time = 0
var(0) = -(IsHelper(2100))*12-(IsHelper(2101))*8-(IsHelper(2102))*4-(IsHelper(2110))*12-(IsHelper(2111))*8-(IsHelper(2112))*4

[State 2100, 変数増減]
Type = VarAdd
TriggerAll = (!Root,var(59))
TriggerAll = Time > 88+(IsHelper(2100))*12+(IsHelper(2101))*8+(IsHelper(2102))*4+(IsHelper(2110))*12+(IsHelper(2111))*8+(IsHelper(2112))*4
Trigger1 = Root,Command != "holdb"
Trigger1 = (IsHelper(2100))+(IsHelper(2101))+(IsHelper(2102))+(IsHelper(2103))
Trigger2 = Root,Command != "holdc"
Trigger2 = (IsHelper(2110))+(IsHelper(2111))+(IsHelper(2112))+(IsHelper(2113))
Trigger3 = Time > 310+(IsHelper(2100))*12+(IsHelper(2101))*8+(IsHelper(2102))*4+(IsHelper(2110))*12+(IsHelper(2111))*8+(IsHelper(2112))*4 
Trigger4 = var(0) > -(IsHelper(2100))*12-(IsHelper(2101))*8-(IsHelper(2102))*4-(IsHelper(2110))*12-(IsHelper(2111))*8-(IsHelper(2112))*4
var(0) = 1

[State 2100, 変数増減]
Type = VarAdd
TriggerAll = (Root,var(59))
TriggerAll = Time > 88+(IsHelper(2100))*12+(IsHelper(2101))*8+(IsHelper(2102))*4+(IsHelper(2110))*12+(IsHelper(2111))*8+(IsHelper(2112))*4
Trigger1 = (Root,StateNo = [120,155])+(Root,P2MoveType = H)
Trigger1 = (IsHelper(2100))+(IsHelper(2101))+(IsHelper(2102))+(IsHelper(2103))
Trigger2 = (Root,StateNo = [120,155])+(Root,P2MoveType = H)
Trigger2 = (IsHelper(2110))+(IsHelper(2111))+(IsHelper(2112))+(IsHelper(2113))
Trigger3 = Time > 310+(IsHelper(2100))*12+(IsHelper(2101))*8+(IsHelper(2102))*4+(IsHelper(2110))*12+(IsHelper(2111))*8+(IsHelper(2112))*4 
Trigger4 = var(0) > -(IsHelper(2100))*12-(IsHelper(2101))*8-(IsHelper(2102))*4-(IsHelper(2110))*12-(IsHelper(2111))*8-(IsHelper(2112))*4
var(0) = 1

[State 2100, 変数増減]
Type = VarAdd
Trigger1 = (Anim = 2030)
var(1) = 1

[State 2100, 変数]
Type = VarSet
Trigger1 = 1
fvar(0) = .5+(Random/999.)

[State 2100, 変数]
Type = VarSet
Trigger1 = 1
fvar(1) = (Random/499.5*Pi)

[State 2100, 軸位置移動]
Type = PosAdd
Trigger1 = (Time = [20,49])
Trigger2 = (!IsHelper(2103))*(!IsHelper(2113))
Trigger2 = (var(0) = [2,61])
Trigger3 = (IsHelper(2103))+(IsHelper(2113))
Trigger3 = (var(0) = [52,111])
Y = -40+(Time>88)*80

[State 2100, 軸位置移動]
Type = PosAdd
Trigger1 = (!IsHelper(2103))*(!IsHelper(2113))
Trigger1 = var(0) = 1
Trigger2 = (IsHelper(2103))+(IsHelper(2113))
Trigger2 = var(0) = 51
X = (P2Dist X)-IfElse((IsHelper(2103)),0,IfElse((IsHelper(2113)),0,50-Random%100))
Y = (Pos Y*-1)-2473

[State 2100, 軸位置]
Type = PosSet
Trigger1 = (Anim = 2030)*(Pos Y < 0)
Y = 0

;**************************************************
[State 2100, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -16*Root,fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 2100, ゲージ増加]
Type = ParentVarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,100,50)*Root,fvar(29))*Root,var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

[State 2100, Smash Attack]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
Trigger1 = Floor(Root,fvar(25)*.001) = 0
fvar(25) = 1000
IgnoreHitPause = 1

[State 2100, ComboLimit]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(27) = 15
IgnoreHitPause = 1
Persistent = 1

[State 2100, 変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,7,15)
IgnoreHitPause = 1
Persistent = 1

[State 2100, 変数]
Type = ParentVarSet
Trigger1 = Time = 20
Trigger2 = (!IsHelper(2103))*(!IsHelper(2113))
Trigger2 = (var(0) = 62)
Trigger3 = (IsHelper(2103))+(IsHelper(2113))
Trigger3 = (var(0) = 112)
var(8) = 2100+(var(0)=62)+(var(0)=112)
IgnoreHitPause = 1
Persistent = 1

[State 2100, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

;**************************************************
[State 2100, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2100, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2100, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2100, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-10-(EnemyNear(var(58)),Const(Size.Ground.Front)),10+(Anim=2028)*50+(EnemyNear(var(58)),Const(Size.Ground.Back))]) && (P2Dist Y=[-75,85-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2029)
Trigger1 = (var(59) = [1,40])
var(7) = 16
IgnoreHitPause = 1
Persistent = 2

[State 2100, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = [2029,2030])
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2100, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = [2029,2030])
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2100, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-10-(EnemyNear(var(58)),Const(Size.Ground.Front)),10+(Anim=2028)*50+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-75,85-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2029)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2100, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2100
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 2100, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2100
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

;**************************************************
[State 2100, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H) && (Root,var(3) > 1)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2100
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 2100, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H) && (Root,var(3) > 1)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2100
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 2100, 透明度]
Type = Trans
Trigger1 = !var(1)
Trans = Add

[State 2100, 透明度]
Type = Trans
Trigger1 = var(1)
Trans = AddAlpha
Alpha = 256-Ceil(var(1)*10.24),256

[State 2100, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2100, 画面振動]
Type = EnvShake
Trigger1 = (!IsHelper(2103))*(!IsHelper(2113))
Trigger1 = (var(0) = 62)
Trigger2 = (IsHelper(2103))+(IsHelper(2113))
Trigger2 = (var(0) = 112)
Time  = 7
Ampl  = 7
Freq  = 50
Phase = 100
Persistent = 1

[State 2100, ガードにさせない]
Type = AttackDist
Trigger1 = 1
Value = 0

[State 2100, 角度を有効]
Type = AngleDraw
Trigger1 = Anim = 2029
Value = 90-(Time>118)*180
Scale = 1,IfElse(Time<9,.1+Time*.1,1)

;**************************************************
[State 2100, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2032
ID = 2032
Pos = 0,-20
PosType = P1
Scale = .5,.5
Ownpal = 1
SprPriority = -4
IgnoreHitPause = 1
Persistent = 1

[State 2100, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2031
ID = 2032
Pos = 0,-20
PosType = P1
Scale = .5,.5
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

[State 2100, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2032
ID = 2032
Pos = 0,20
PosType = P1
Scale = .5,.5
Ownpal = 1
SprPriority = -4
IgnoreHitPause = 1
Persistent = 1

[State 2100, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2031
ID = 2032
Pos = 0,20
PosType = P1
Scale = .5,.5
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

[State 2100, エフェクト]
Type = Explod
Trigger1 = (!IsHelper(2103))*(!IsHelper(2113))
Trigger1 = var(0) = 1
Trigger2 = (IsHelper(2103))+(IsHelper(2113))
Trigger2 = var(0) = 51
Anim = 2110
ID = 2110
Pos = 0,Floor(Pos Y*-1)-40
PosType = P1
Scale = .5,5
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

[State 2100, エフェクト]
Type = Explod
TriggerAll = (ScreenPos Y > 0)*(ScreenPos Y < 240)
Trigger1 = (Time = [20,49])
Trigger2 = (!IsHelper(2103))*(!IsHelper(2113))
Trigger2 = (var(0) = [2,61])
Trigger3 = (IsHelper(2103))+(IsHelper(2113))
Trigger3 = (var(0) = [82,111])
Anim = 2033
ID = 2033
Pos = 0,-75+(Time>118)*150
PosType = P1
Scale = .1,.1
Vel = fvar(0)*Cos(fvar(1)),-fvar(0)*Sin(fvar(1))
Accel = -fvar(0)*Cos(fvar(1))/55.0,fvar(0)*Sin(fvar(1))/55.0
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

[State 2100, エフェクト]
Type = Explod
TriggerAll = (ScreenPos Y > 0)*(ScreenPos Y < 240)
Trigger1 = (Time = [20,49])
Trigger2 = (!IsHelper(2103))*(!IsHelper(2113))
Trigger2 = Time> 88
Trigger3 = (IsHelper(2103))+(IsHelper(2113))
Trigger3 = Time> 88
Anim = 2034
ID = 2034
Pos = 10-Random%20,(Anim=2029)*100-Random%200
PosType = P1
Scale = .5,.5
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 3

[State 2100, エフェクト]
Type = Explod
Trigger1 = (!IsHelper(2103))*(!IsHelper(2113))
Trigger1 = (var(0) = 62)
Trigger2 = (IsHelper(2103))+(IsHelper(2113))
Trigger2 = (var(0) = 112)
Anim = 2035
ID = 2035
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2100, 叩きつけエフェクト]
Type = Helper
Trigger1 = MoveHit = 1
Trigger1 = !NumHelper(6121)
StateNo = 6120
ID = 6121
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2100, ヒット定義]
Type = HitDef
Trigger1 = (var(0) > 0)*(!MoveContact)*(!MoveReversed)
Attr              = A, SP
Damage            = 40+Ceil((Root,fvar(10)-10)*4),2
GetPower          = Ceil(100*Root,var(2)/1000.0),Ceil(50*Root,var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = 0,8
Air.Velocity      = 0,8
AirGuard.Velocity = 0,4
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((40+(Root,var(3)>1)*20)*(Root,var(2)/1000.0))
SprPriority = 5
ID = 2100

;**************************************************
[State 2100, 飛び道具]
Type = Projectile
Trigger1 = ((!Root,NumTarget) && (MoveHit = 1))
Attr              = A, SP
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2093
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = +MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = 0,8
Guard.Velocity    = 0
Air.Velocity      = 0,8
AirGuard.Velocity = 0,4
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil((39+(Root,var(3)>1)*20)*(Root,var(2)/1000.0))
NumHits = 0
P2StateNo = 10005
Guard.Dist = 0
ID = 2100

;**************************************************
[State 2100, 相手ステート変更]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = MoveHit = 1
Value = 10005+(Root,fvar(27)>=100)*100
ID = 2100
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2100, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2032)
ID = 2032
Scale = .5+Time*.075,.5+Time*.075
IgnoreHitPause = 1

;**************************************************
[State 2100, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(1) > 25)
Trigger2 = (Root,Movetype = H)*(Root,StateNo != [150,155])

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ブラストスフィア　中心
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2105]
MoveType = A
Physics  = N
Anim     = 2040
SprPriority = 5

[State 2105, アニメ]
Type = ChangeAnim
Trigger1 = (Time = 25)
Value = 2042

[State 2105, 変数]
Type = VarAdd
Trigger1 = Time = 0
var(0) = Random%359

[State 2105, 変数増減]
Type = VarAdd
Trigger1 = Time = [0,24]
fvar(0) = -.16+(Time=0)*4.16

[State 2105, 変数増減]
Type = VarAdd
Trigger1 = Time > 34
fvar(1) = -.002+(fvar(1)<-.05)*.001

[State 2105, 変数増減]
Type = VarAdd
Trigger1 = Time > 24
fvar(0) = .05+fvar(1)

[State 2105, 変数増減]
Type = VarAdd
Trigger1 = Time = [24,34]
fvar(2) = -.1+(Time=25)*1.1+(Time=34)*.05

[State 2105, 変数増減]
Type = VarAdd
Trigger1 = Time > 24
fvar(3) = .15*fvar(2)

;**************************************************
[State 2105, 変数]
Type = ParentVarSet
Trigger1 = (Time = 0)+(Time = 24)
var(8) = 2105+(Time=24)
IgnoreHitPause = 1
Persistent = 1

[State 2105, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

;**************************************************
[State 2105, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2105, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2105, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2105, 状態変更]
Type = StateTypeSet
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2105, 状態変更]
Type = StateTypeSet
Trigger1 = (var(59) != [1,15])
MoveType = A

[State 2105, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-50-(EnemyNear(var(58)),Const(Size.Ground.Front)),50+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-50,50-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2029)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2105, 透明度]
Type = Trans
Trigger1 = Time < 15
Trans = AddAlpha
Alpha = 16+Time*16,256

[State 2105, 透明度]
Type = Trans
Trigger1 = Time > 14
Trans = Add

[State 2105, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2105, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2105, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = fvar(0),fvar(0)

;**************************************************
[State 2105, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 1,0
Ownpal = 1
SprPriority = 7
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2105, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 1*Cos(.25*Pi),-1*Sin(.25*Pi)
Ownpal = 1
SprPriority = 7
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2105, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 0,-1
Ownpal = 1
SprPriority = 7
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2105, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 1*Cos(.75*Pi),-1*Sin(.75*Pi)
Ownpal = 1
SprPriority = 7
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2105, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = -1,0
Ownpal = 1
SprPriority = 7
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2105, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 1*Cos(-.25*Pi),-1*Sin(-.25*Pi)
Ownpal = 1
SprPriority = 7
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2105, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 0,1
Ownpal = 1
SprPriority = 7
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2105, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 1*Cos(-.75*Pi),-1*Sin(-.75*Pi)
Ownpal = 1
SprPriority = 7
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2105, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2043
ID = 2043
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 1

[State 2105, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2044
ID = 2044
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2105, エフェクト]
Type = Helper
Trigger1 = Time = 0
StateNo = 2106
ID = 2106
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 2105, 飛び道具]
Type = Projectile
Trigger1 = (Time = [25,74])
Attr              = A, SP
Damage            = 15+Ceil((Root,fvar(13))*1.5),1
GetPower          = Ceil(50*Root,var(2)/1000.0),Ceil(25*Root,var(2)/1000.0)
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2093+(Time=[33,41])*3+(Time=[42,49])*6+(Time=[50,74])*7
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 3
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -3,-12
Air.Velocity      = -3,-12
AirGuard.Velocity = -3,-4
YAccel = .5
P2StateNo = 10007
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(69*(Root,var(2)/1000.0))
ID = 2105
Persistent = 4

;**************************************************
[State 2105, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2042)
ID = 2042
Scale = fvar(0),fvar(0)
IgnoreHitPause = 1

[State 2105, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2043)
ID = 2043
Scale = .1+(Time*.1-2.5),.1+(Time*.1-2.5)
IgnoreHitPause = 1

[State 2105, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2044)
ID = 2044
Scale = fvar(3),fvar(3)
IgnoreHitPause = 1

;**************************************************
[State 2105, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 109

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ブラストスフィア　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2106]
Physics = N
Anim    = 2041
SprPriority = 8

[State 2106, エフェクト]
Type = Helper
Trigger1 = IsHelper(2106)*(Time = 0)
StateNo = 2106
ID = 2107
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1

[State 2106, エフェクト]
Type = Helper
Trigger1 = IsHelper(2106)*(Time = 0)
StateNo = 2106
ID = 2107
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1

[State 2106, 透明度]
Type = Trans
Trigger1 = Time < 15
Trans = AddAlpha
Alpha = 16+Time*16,256

[State 2106, 透明度]
Type = Trans
Trigger1 = Time > 14
Trans = Add

[State 2106, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2106, 変数増減]
Type = VarSet
Trigger1 = Time = 0
var(0) = Random%2

[State 2106, 変数増減]
Type = VarSet
Trigger1 = Time = 0
var(1) = 2+Random%3

[State 2106, 変数増減]
Type = VarSet
Trigger1 = Time = 0
var(2) = Random%2

[State 2106, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = (.8+Random/499.5)*(Pi/180.)

[State 2106, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = (.8+Random/499.5)*(Pi/180.)

[State 2106, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
fvar(0) = (5-var(0)*10)*(Pi/180.)

[State 2106, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
fvar(1) = (5-var(0)*10)*(Pi/180.)

[State 2106, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(2) = -.02+(Time=0)*1.02

;**************************************************
[State 2106, 角度]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 2106, 角度加算]
Type = AngleAdd
Trigger1 = 1
Value = var(1)*IfElse(var(2),1,-1)

[State 2106, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .75*Cos(fvar(0))*fvar(2),.75*Sin(fvar(1))*fvar(2)

;**************************************************
[State 2106, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 24

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　プレントレイズ　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2110]
MoveType = A
Physics  = N
Anim     = 2046
SprPriority = 5

[State 2110, アニメ]
Type = ChangeAnim
Trigger1 = (MoveContact = 1)*(Anim = 2046)
Value = 2001

[State 2110, 変数]
Type = VarAdd
Trigger1 = (MoveContact)+var(0)
var(0) = 1

[State 2110, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(4) = .5+(Random/199.8)

[State 2110, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(5) = .5+(Random/199.8)

[State 2110, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(6) = .5+(Random/199.8)

[State 2110, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(7) = (Random/499.5*Pi)

[State 2110, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(8) = (Random/499.5*Pi)

[State 2110, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(9) = (Random/499.5*Pi)

;**************************************************
[State 2110, 変数]
Type = VarSet
Trigger1 = (Time= 0)
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 2110, 変数]
Type = VarSet
Trigger1 = (Time= 0)
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 2110, 変数]
Type = VarSet
Trigger1 = (Time= 0)
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 2110, 変数]
Type = VarSet
Trigger1 = (Time= 0)
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 2110, 変数]
Type = VarSet
Trigger1 = (Time = 0)
fvar(3) = IfElse(fvar(3)>25*(Pi/180.),25*(Pi/180.),IfElse(fvar(3)<-20*(Pi/180.),-25*(Pi/180.),fvar(3)))

[State 2110, 変数]
Type = VarAdd
Trigger1 = Time= 0
fvar(3) = (30-Random/16.65)*(Pi/180.)

;**************************************************
[State 2110, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = 13*Cos(fvar(3))
Y = -13*Sin(fvar(3))

[State 2110, 移動速度]
Type = VelSet
Trigger1 = MoveContact = 1
X = 0
Y = 0

;**************************************************
[State 2110, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -8*Root,fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 2110, ゲージ増加]
Type = ParentVarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,50,25)*Root,fvar(29))*Root,var(2)/1000.0
IgnoreHitPause = 1
Persistent = 1

[State 2110, ComboLimit]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(27) = 2.5
IgnoreHitPause = 1
Persistent = 1

[State 2110, 変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,3,15)
IgnoreHitPause = 1
Persistent = 1

[State 2110, 音]
Type = ParentVarSet
Trigger1 = var(7)
var(7) = var(7)
IgnoreHitPause = 1
Persistent = 1

[State 2110, 変数]
Type = VarSet
Trigger1 = var(7)
var(7) = 0
IgnoreHitPause = 1
Persistent = 1

[State 2110, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

;**************************************************
[State 2110, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2110, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2110, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2110, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-10-(EnemyNear(var(58)),Const(Size.Ground.Front)),10+(EnemyNear(var(58)),Const(Size.Ground.Back))]) && (P2Dist Y=[-10,10-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2046)
Trigger1 = (var(59) = [1,40])
var(7) = 16
IgnoreHitPause = 1
Persistent = 2

[State 2110, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2046)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2110, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2046)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2110, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-10-(EnemyNear(var(58)),Const(Size.Ground.Front)),10+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-10,10-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2046)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2110, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2110
StateNo = 6000
ID = IfElse(MoveHit,6001,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2110, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2110
StateNo = 6000
ID = IfElse(MoveHit,6001,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2110, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2045
ID = 2045
Pos = Floor(-30*Cos(fvar(3))),Floor(30*Sin(fvar(3)))
Scale = .5,.5
Ownpal = 1
SprPriority = 7
Persistent = 1

[State 2110, エフェクト]
Type = Explod
Trigger1 = (var(0) = 1)
Anim = 2003
ID = 2003
Pos = 0,0
PosType = P1
Scale = .1,.1
Vel = fvar(4)*Cos(fvar(7)),-fvar(4)*Sin(fvar(7))
Accel = -fvar(4)*Cos(fvar(7))/55.0,fvar(4)*Sin(fvar(7))/55.0
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

[State 2110, エフェクト]
Type = Explod
Trigger1 = (var(0) = 1)
Anim = 2003
ID = 2003
Pos = 0,0
PosType = P1
Scale = .1,.1
Vel = fvar(5)*Cos(fvar(8)),-fvar(5)*Sin(fvar(8))
Accel = -fvar(5)*Cos(fvar(8))/55.0,fvar(5)*Sin(fvar(8))/55.0
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

[State 2110, エフェクト]
Type = Explod
Trigger1 = (var(0) = 1)
Anim = 2003
ID = 2003
Pos = 0,0
PosType = P1
Scale = .1,.1
Vel = fvar(6)*Cos(fvar(9)),-fvar(6)*Sin(fvar(9))
Accel = -fvar(6)*Cos(fvar(9))/55.0,fvar(6)*Sin(fvar(9))/55.0
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2110, 透明度]
Type = Trans
Trigger1 = !var(0)
Trans = Add

[State 2110, 透明度]
Type = Trans
Trigger1 = var(0)
Trans = AddAlpha
Alpha = 256-var(0)*16,256

[State 2110, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2110, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

[State 2110, 角度]
Type = AngleSet
Trigger1 = (Vel X != 0)*(!var(0))
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)

[State 2110, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)*(!var(0))
Value = IfElse(Vel Y<0,90,-90)

[State 2110, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = (1+(var(0)>0)*.5)-(var(0)/16.),(1+(var(0)>0)*.5)-(var(0)/16.)

;**************************************************
[State 2110, ヒット定義]
Type = HitDef
Trigger1 = ((!MoveContact) && (!MoveReversed))
Attr              = A, SP
Damage            = 15+Ceil((Root,fvar(12)-10)*1.5),1
GetPower          = Ceil(50*Root,var(2)/1000.0),Ceil(25*Root,var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -3
Air.Velocity      = -3,-4
AirGuard.Velocity = -3,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(45*(Root,var(2)/1000.0))
SprPriority = 5
ID = 2110

;**************************************************
[State 2110, 飛び道具]
Type = Projectile
Trigger1 = ((!Root,NumTarget) && (MoveHit = 1))
Attr              = A, SP
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2090
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = +MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 23
Air.HitTime       = 23
Ground.Velocity   = -3
Air.Velocity      = -3,-4
AirGuard.Velocity = -3,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(44*(Root,var(2)/1000.0))
NumHits = 0
Guard.Dist = 0
ID = 2110

;**************************************************
[State 2110, 相手ステート変更-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (Root,fvar(27) >= 100)
Value = 10130
ID = 2110
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 2110, ヘルパーを消す]
Type = DestroySelf
Trigger1 = ((Vel X > 0)*(FrontEdgeBodyDist < -50))+((Vel X <0)*(BackEdgeBodyDist < -50))
Trigger2 = ((Vel Y > 0)*(ScreenPos Y > 310))+((Vel Y < 0)*(ScreenPos Y < -100))
Trigger3 = (Anim = 2001)*(var(0) > 15)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　プレントレイズ　誘導弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2111]
MoveType = A
Physics  = N
Anim     = 2047
SprPriority = 4

[State 2111, 変数]
Type = VarAdd
Trigger1 = (MoveContact)+(var(0))
var(0) = 1

;**************************************************
[State 2111, 変数]
Type = VarSet
Trigger1 = !var(0)
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 2111, 変数]
Type = VarSet
Trigger1 = !var(0)
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 2111, 変数]
Type = VarSet
Trigger1 = !var(0)
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 2111, 変数]
Type = VarSet
Trigger1 = !var(0)
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 2111, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = (fvar(3)-(1*Pi))-((45-Random/11.1)*(Pi/180.))

;**************************************************
[State 2111, 変数]
Type = VarAdd
Trigger1 = !var(0)
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<3*(Pi/180.),fvar(3)-fvar(4),3*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-3*(Pi/180.),fvar(3)-fvar(4),-3*(Pi/180.)))

[State 2111, 変数]
Type = VarAdd
Trigger1 = !var(0)
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<3*(Pi/180.),fvar(3)-fvar(4),3*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-3*(Pi/180.),fvar(3)-fvar(4),-3*(Pi/180.)))

[State 2111, 変数]
Type = VarAdd
Trigger1 = !var(0)
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-3*(Pi/180.),3*(Pi/180.))

[State 2111, 変数]
Type = VarAdd
Trigger1 = !var(0)
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<3*(Pi/180.),fvar(3)-fvar(4),3*(Pi/180.)),IfElse(fvar(3)-fvar(4)>-3*(Pi/180.),fvar(3)-fvar(4),-3*(Pi/180.)))

[State 2111, 変数]
Type = VarAdd
Trigger1 = !var(0)
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-3*(Pi/180.),3*(Pi/180.))

[State 2111, 変数]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

;**************************************************
[State 2111, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)+(Time = [50,70])
fvar(5) = (Time=0)*2+(Time>49)*.3

[State 2111, 移動速度]
Type = VelSet
Trigger1 = 1
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

;**************************************************
[State 2111, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -5*Root,fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 2111, ゲージ増加]
Type = ParentVarAdd
Trigger1 = MoveContact = 1
fvar(38) = (IfElse(MoveHit,100,50)*Root,fvar(29))*Root,var(2)/1000.
IgnoreHitPause = 1
Persistent = 1

[State 2111, Rift Attack]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
Trigger1 = Floor(Root,fvar(25)*.0001) = 0
fvar(25) = 10000
IgnoreHitPause = 1

[State 2111, ComboLimit]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(27) = 5
IgnoreHitPause = 1
Persistent = 1

[State 2111, 変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,9,15)
IgnoreHitPause = 1
Persistent = 1

[State 2111, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.)

;**************************************************
[State 2111, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2111, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2111, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2111, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-10-(EnemyNear(var(58)),Const(Size.Ground.Front)),10+(EnemyNear(var(58)),Const(Size.Ground.Back))]) && (P2Dist Y=[-10,10-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (!var(0))
Trigger1 = (var(59) = [1,40])
var(7) = 16
IgnoreHitPause = 1
Persistent = 2

[State 2111, 状態変更]
Type = StateTypeSet
TriggerAll = (!var(0))
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2111, 状態変更]
Type = StateTypeSet
TriggerAll = (!var(0))
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2111, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-10-(EnemyNear(var(58)),Const(Size.Ground.Front)),10+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-10,10-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (!var(0))
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2111, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2111
StateNo = 6000
ID = IfElse(MoveHit,6011,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2111, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2111
StateNo = 6000
ID = IfElse(MoveHit,6011,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2111, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2045
ID = 2045
Pos = 0,0
Scale = .75,.75
Ownpal = 1
SprPriority = 7
Persistent = 1

[State 2111, エフェクト]
Type = Explod
Trigger1 = (ScreenPos X = [-50,370])*(ScreenPos Y = [-50,310])
Anim = 2048
ID = 2048
Pos = 0,0
Scale = .3,.3
Ownpal = 1
SprPriority = 7
Persistent = 2

;**************************************************
[State 2111, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2111, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2111, 角度を有効]
Type = AngleDraw
Trigger1 = 1

[State 2111, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2111, ヒット定義]
Type = HitDef
Trigger1 = (!MoveContact)
Attr              = A, SP
Damage            = 25+Ceil((Root,fvar(12)-10)*2.5),2
GetPower          = Ceil(100*Root,var(2)/1000.0),Ceil(50*Root,var(2)/1000.0)
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,4
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -4.5*IfElse((Facing=EnemyNear,Facing),-1,1),-4.5
Air.Velocity      = -4*IfElse((Facing=EnemyNear,Facing),-1,1),-4.5
AirGuard.Velocity = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-3
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(55*(Root,var(2)/1000.0))
P2Facing = 1
SprPriority = 5
ID = 2111

;**************************************************
[State 2111, 飛び道具]
Type = Projectile
Trigger1 = ((!Root,NumTarget) && (MoveHit = 1))
Attr              = A, NP
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2001
ProjAnim          = 2091
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = +MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 23
Air.HitTime       = 23
Ground.Velocity   = -4.5*IfElse((Facing=EnemyNear,Facing),-1,1),-4.5
Air.Velocity      = -4*IfElse((Facing=EnemyNear,Facing),-1,1),-4.5
AirGuard.Velocity = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-3
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(54*(Root,var(2)/1000.0))
P2Facing = 1
NumHits = 0
Guard.Dist = 0
ID = 2111

;**************************************************
[State 2111, 相手ステート変更-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (Root,fvar(27) >= 100)
Value = 10130
ID = 2111
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2111, ヘルパーを消す]
Type = DestroySelf
TriggerAll = Time > 69
Trigger1 = ((Vel X > 0)*(FrontEdgeBodyDist < -50))+((Vel X <0)*(BackEdgeBodyDist < -50))
Trigger2 = ((Vel Y > 0)*(ScreenPos Y > 310))+((Vel Y < 0)*(ScreenPos Y < -100))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ロウズウインド　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2115]
MoveType = A
Physics  = N
Anim     = 2052
SprPriority = 5

[State 2115, アニメ]
Type = ChangeAnim
Trigger1 = Time = 3
Value = 10000

[State 2115, 変数]
Type = VarAdd
Trigger1 = (MoveHit)+(var(0))
var(0) = 1

[State 2115, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

;**************************************************
[State 2115, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.)

;**************************************************
[State 2115, エフェクト]
Type = Explod
Trigger1 = (Time = 0)+((Time=10)*(var(0)))
Anim = 2049
ID = 2049
Pos = 0,-10
Scale = 2,2
Ownpal = 1
SprPriority = 7
Persistent = 1

;**************************************************
[State 2115, 弾]
Type = Helper
Trigger1 = var(0) = [1,16]
StateNo = 2116
ID = 2116
Name = "Effect"
Pos = 5-Random%10,-50-Random%10
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .75
Size.YScale = .5

;**************************************************
[State 2115, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2115, ヒット定義]
Type = HitDef
Trigger1 = (Time = 2)*(EnemyNear(var(58)),Vel X = [-1,1])
Attr              = A, ST
Damage            = 0
GetPower          = 0
AnimType          = Hard
HitFlag           = M
GuardFlag         = N
Priority          = 4,Hit
PauseTime         = 0,0
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = 0,-6
Air.Velocity      = 0,-6
AirGuard.Velocity = 0,-3
Fall = 1
Fall.Recover = 0
YAccel = .35
P2Facing = 1
SprPriority = 5
ID = 2115

[State 2115, 飛び道具]
Type = Projectile
Trigger1 = var(0) = [1,16]
Attr              = A, ST
Damage            = 15,0
GetPower          = Ceil(50*Root,var(2)/1000.0),Ceil(25*Root,var(2)/1000.0)
AnimType          = Hard
PauseTime         = 0,10
Guard.PauseTime   = 0,10
;-----------------------------------
Offset            = 0,-50
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2094
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = 0,-6
Air.Velocity      = 0,-6
AirGuard.Velocity = 0,-3
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(84*(Root,var(2)/1000.0))
YAccel = .35
P2Facing = 1
P2StateNo = 10007
Guard.Dist = 0
ID = 2115
Persistent = 3

;**************************************************
[State 2115, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 69

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ロウズウインド　風エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2116]
Physics  = N
Anim     = 2050+Random%2
SprPriority = 6

[State 2116, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 18

[State 2116, 変数]
Type = VarAdd
Trigger1 = Time = 0
var(2) = Random%359

[State 2116, 変数]
Type = VarAdd
Trigger1 = Time > 0
fvar(0) = .125

[State 2116, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = .5+Random/3996.

;**************************************************
[State 2116, 色]
Type = PalFX
Trigger1 = 1
Mul = 256-IfElse(var(0)>256,256,var(0)),256-IfElse(var(0)>256,256,var(0)),256-IfElse(var(0)>256,256,var(0))
Time = 1

[State 2116, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2116, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 2116, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(2)
Scale = 1+fvar(0),1+fvar(0)*fvar(1)

;**************************************************
[State 2116, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 256

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「エーレンヴェルク」　柱
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2500]
MoveType = A
Physics  = N
Anim     = 2203
SprPriority = 5

[State 2500, アニメ]
Type = ChangeAnim
Trigger1 = (Time = 101)
Value = 10000

[State 2500, 変数]
Type = VarSet
Trigger1 = MoveContact = 1
var(0) = 4
IgnoreHitPause = 1
Persistent = 1

[State 2500, 変数増減]
Type = VarAdd
Trigger1 = var(0)
var(0) = -1
IgnoreHitPause = 1
Persistent = 1

[State 2500, 変数増減]
Type = VarAdd
Trigger1 = (Time = [100,110])
var(1) = 24-(Time=110)*12

[State 2500, 変数増減]
Type = VarAdd
Trigger1 = (Time = [100,115])
var(2) = 16

[State 2500, 変数]
Type = VarAdd
Trigger1 = Time = [0,2]
fvar(0) = .3+(Time=0*.1)
Persistent = 1

;**************************************************
[State 2500, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -8*Root,fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 2500, Rift Attack]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
Trigger1 = Floor(Root,fvar(25)*.0001) = 0
fvar(25) = 10000
IgnoreHitPause = 1

[State 2500, ComboLimit]
Type = ParentVarAdd
Trigger1 = (MoveHit = 1)*(Time > 97)
fvar(27) = 100
IgnoreHitPause = 1
Persistent = 1

[State 2500, 変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,3,15)
IgnoreHitPause = 1
Persistent = 1

[State 2500, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = fvar(39)
fvar(39) = fvar(39)
IgnoreHitPause = 1
Persistent = 1

[State 2500, 音]
Type = ParentVarSet
Trigger1 = var(7)
var(7) = var(7)
IgnoreHitPause = 1
Persistent = 1

[State 2500, 変数]
Type = VarSet
Trigger1 = fvar(39)
fvar(39) = 0
IgnoreHitPause = 1
Persistent = 1

[State 2500, 変数]
Type = VarSet
Trigger1 = var(7)
var(7) = 0
IgnoreHitPause = 1
Persistent = 1

[State 2500, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

;**************************************************
[State 2500, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2500, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2500, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2500, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-100-(EnemyNear(var(58)),Const(Size.Ground.Front)),100+(EnemyNear(var(58)),Const(Size.Ground.Back))]) && (P2Dist Y=[-9999,0-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2203)
Trigger1 = (var(59) = [1,40])
var(7) = 16
IgnoreHitPause = 1
Persistent = 2

[State 2500, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2203)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2500, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2203)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2500, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-100-(EnemyNear(var(58)),Const(Size.Ground.Front)),100+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-9999,0-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2203)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2500, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2500
StateNo = 6000
ID = IfElse(MoveHit,6002,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2500, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2500
StateNo = 6000
ID = IfElse(MoveHit,6002,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2500, 色]
Type = PalFX
Trigger1 = 1
Mul = 256-var(1),256-var(1),256-var(2)
Time = 1

[State 2500, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,0

[State 2500, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2500, エフェクト]
Type = Helper
Trigger1 = 0;(Time = [0,25])
StateNo = 2502
ID = 2502
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 5
Size.XScale = .75
Size.YScale = .75

;**************************************************
[State 2500, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2201
ID = 2201
Pos = 0,0
Facing = 1
Scale = 1,1
SprPriority = 7
OwnPal = 0
RemoveTime = 199

[State 2500, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2202
ID = 2202
Pos = -5,0
Facing = 1
Scale = 2,2
SprPriority = 7
OwnPal = 0
RemoveTime = 199

[State 2500, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2202
ID = 2202
Pos = 5,0
Facing = -1
Scale = 2,2
SprPriority = 7
OwnPal = 0
RemoveTime = 199

;**************************************************
[State 2500, ヒット定義]
Type = HitDef
Trigger1 = (var(0) = 0)
Attr              = A, HP
Damage            = 27,2
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = 0,-10
Guard.Velocity    = -5
Air.Velocity      = 0,-10
AirGuard.Velocity = -4,-5
YAcccel = .5
Fall = 1
Fall.Recover = 0
SprPriority = 5
ID = 2500

;**************************************************
[State 2500, 飛び道具]
Type = Projectile
Trigger1 = ((!Root,NumTarget) && (MoveHit = 1))
Attr              = A, HP
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2203+(Time>0)+(Time>1)
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = +MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 23
Air.HitTime       = 23
Ground.Velocity   = 0,-10
Guard.Velocity    = -5
Air.Velocity      = 0,-10
AirGuard.Velocity = -4,-5
YAcccel = .5
Fall = 1
Fall.Recover = 0
NumHits = 0
Guard.Dist = 0
ID = 2500

;**************************************************
[State 2500, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2201)
ID = 2201
Scale = fvar(0)*.4,.75
IgnoreHitPause = 1

;**************************************************
[State 2500, 相手ステート変更-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1)*(Root,fvar(27) >= 100)
Value = 10130
ID = 2500
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2500, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 200

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　晄珠「ヴェリタティス」　光弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2505]
MoveType = A
Physics  = N
Anim     = 2210
SprPriority = 5

[State 2505, アニメ]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 2210
Elem = 1+Random%8

[State 2505, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 2210)*(Pos Y >= -10)*(Vel Y > 0)
Value = 2211

[State 2505, 変数]
Type = VarSet
Trigger1 = (Time = 0)
var(0) = (IsHelper(2505))*75+(IsHelper(2506))*25-(IsHelper(2507))*25-(IsHelper(2508))*75

[State 2505, 変数増減]
Type = VarAdd
Trigger1 = (Anim = 2211)
var(1) = 1

[State 2505, 変数増減]
Type = VarAdd
Trigger1 = (Time = [0,39])
fvar(5) = .025

[State 2505, 変数増減]
Type = VarAdd
Trigger1 = (var(1) > 1)
fvar(6) = .05*Cos((var(1)*2.9)*(Pi/180.))

[State 2505, 変数]
Type = VarSet
Trigger1 = (var(1) > 0)
fvar(7) = 1-(fvar(7)=1)*.025
Persistent = 2

;**************************************************
[State 2505, 変数]
Type = VarSet
Trigger1 = (Time = 50)*(P2Dist X > 75)
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 2505, 変数]
Type = VarSet
Trigger1 = (Time = 50)*(P2Dist X < 76)
fvar(0) = 75

[State 2505, 変数増減]
Type = VarAdd
Trigger1 = (Time = 50)
fvar(0) = var(0)-Random%50

[State 2505, 変数]
Type = VarSet
Trigger1 = (Time = 50)
fvar(1) = (Pos Y)*-1

[State 2505, 変数]
Type = VarSet
Trigger1 = (Time = 50)
fvar(3) = ATan(fvar(0)/fvar(1))-((.5*Pi)*IfElse((fvar(1)<0),-1,1))

;**************************************************
[State 2505, 移動速度]
Type = VelAdd
Trigger1 = (Anim = 2210)*(Time > 49)
X = 1.2*Cos(fvar(3))
Y = -1.2*Sin(fvar(3))

[State 2505, 移動速度]
Type = VelSet
Trigger1 = (Anim = 2211)
X = 0
Y = 0

[State 2505, 軸位置]
Type = PosSet
Trigger1 = (Anim = 2211)
Y = 0

;**************************************************
[State 2505, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -8*Root,fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 2505, Rift Attack]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
Trigger1 = Floor(Root,fvar(25)*.0001) = 0
fvar(25) = 10000
IgnoreHitPause = 1

[State 2505, ComboLimit]
Type = ParentVarAdd
Trigger1 = (MoveHit = 1)
fvar(27) = 2.5
IgnoreHitPause = 1
Persistent = 1

[State 2505, 変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,3,15)
IgnoreHitPause = 1
Persistent = 1

[State 2505, 変数]
Type = ParentVarSet
Trigger1 = (var(1) = 1)
var(8) = 2106
IgnoreHitPause = 1
Persistent = 1

[State 2505, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

;**************************************************
[State 2505, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2505, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2505, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2505, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-80-(EnemyNear(var(58)),Const(Size.Ground.Front)),80+(EnemyNear(var(58)),Const(Size.Ground.Back))]) && (P2Dist Y=[-135,0-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2201)
Trigger1 = (var(59) = [1,40])
var(7) = 16
IgnoreHitPause = 1
Persistent = 2

[State 2505, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2201)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2505, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2201)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2505, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-80-(EnemyNear(var(58)),Const(Size.Ground.Front)),80+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-135,0-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2201)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2505, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2505
StateNo = 6000
ID = IfElse(MoveHit,6002,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2505, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2505
StateNo = 6000
ID = IfElse(MoveHit,6002,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2505, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy != 0
Trigger1 = (MoveHit = 1) && (Enemy(0),Movetype = H) && (Root,var(3) > 1)
Trigger1 = (Enemy(0),StateNo != [5100,5150]) && (Enemy(0),StateNo != [120,155])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2505
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

[State 2505, カウンターヒットエフェクト]
Type = Helper
Trigger1 = NumEnemy = 2
Trigger1 = (MoveHit = 1) && (Enemy(1),Movetype = H) && (Root,var(3) > 1)
Trigger1 = (Enemy(1),StateNo != [5100,5150]) && (Enemy(1),StateNo != [120,155])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2505
StateNo = 6155
ID = 6155
Name = "Counter"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 2505, 透明度]
Type = Trans
Trigger1 = Time < 20
Trans = AddAlpha
Alpha = Ceil(12.8+Time*12.8),256
IgnoreHitPause = 1

[State 2505, 透明度]
Type = Trans
Trigger1 = Time > 19
Trans = Add
IgnoreHitPause = 1

[State 2505, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2505, 画面振動]
Type = EnvShake
Trigger1 = (var(1) = 1)
Time  = 20
Ampl  = 8
Freq  = 100
Phase = 100
Persistent = 1

[State 2505, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(5),fvar(5)

[State 2505, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2505, エフェクト]
Type = Explod
Trigger1 = (var(1) = 1)
Anim = 2212
ID = 2212
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

[State 2505, エフェクト]
Type = Explod
Trigger1 = (var(1) = 10)
Anim = 2213
ID = 2213
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

[State 2505, エフェクト]
Type = Explod
Trigger1 = (var(1) = 1)
Anim = 2214
ID = 2214
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

[State 2505, エフェクト]
Type = Explod
Trigger1 = (var(1) = 1)
Anim = 2215
ID = 2215
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2505, 電気]
Type = Helper
Trigger1 = (Anim = 2210)*(Random<500)
StateNo = 2506
ID = 2506
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
Size.XScale = 1.5
Size.YScale = 1.5
SuperMoveTime = (Time<40)*40

;**************************************************
[State 2505, ヒット定義-1]
Type = HitDef
Trigger1 = (Anim = 2210)*(Time > 49)
Attr              = A, HP
Damage            = 18,1
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -6,-4
Air.Velocity      = -6,-4
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 0
Fall.RecoverTime = Ceil((120+(Root,var(3)>1)*60)*(Root,var(2)/1000.0))
SprPriority = 5
Persistent = 10
ID = 2505

[State 2505, ヒット定義-2]
Type = HitDef
Trigger1 = (Anim = 2211)*(var(1)=[1,21])
Attr              = A, HP
Damage            = 20,1
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -6,-4
Air.Velocity      = -6,-4
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 0
Fall.RecoverTime = Ceil((120+(Root,var(3)>1)*60)*(Root,var(2)/1000.0))
SprPriority = 5
Persistent = 6
ID = 2505

;**************************************************
[State 2505, 飛び道具]
Type = Projectile
Trigger1 = ((!Root,NumTarget) && (MoveHit = 1))
Attr              = A, HP
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2099+(Anim=2211)*112
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = +MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 23
Air.HitTime       = 23
Ground.Velocity   = -6,-4
Guard.Velocity    = -6
Air.Velocity      = -6,-4
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 0
Fall.RecoverTime = Ceil((119+(Root,var(3)>1)*60)*(Root,var(2)/1000.0))
NumHits = 0
Guard.Dist = 0
ID = 2505

;**************************************************
[State 2505, エフェクト操作-1]
Type = ModifyExplod
Trigger1 = NumExplod(2212)
ID = 2212
Scale = (.75+fvar(6))*fvar(7),(.75+fvar(6))*fvar(7)
IgnoreHitPause = 1

[State 2505, エフェクト操作-2]
Type = ModifyExplod
Trigger1 = NumExplod(2213)
ID = 2213
Scale = .5+var(1)*.05-.5,.5+var(1)*.05-.5
IgnoreHitPause = 1

[State 2505, エフェクト操作-3]
Type = ModifyExplod
Trigger1 = NumExplod(2214)
ID = 2214
Scale = .75+var(1)*.2,(.75+var(1)*.2)*.2
IgnoreHitPause = 1

[State 2505, エフェクト操作-4]
Type = ModifyExplod
Trigger1 = NumExplod(2215)
ID = 2215
Scale = .6+var(1)*.25,(.6+var(1)*.25)*.2
IgnoreHitPause = 1

;**************************************************
[State 2505, 相手ステート変更-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1)*(Root,fvar(27) >= 100)
Value = 10130
ID = 2505
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2505, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(1) > 40)
Trigger2 = (Time < 50)*(Root,MoveType = H)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　晄珠「ヴェリタティス」　電気エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2506]
Physics  = N
Anim     = 2216
SprPriority = 8

[State 2506, 変数]
Type = VarSet
Trigger1 = Time = 0
var(0) = Random%359

;**************************************************
[State 2506, 親に付く位置]
Type = BindToParent
Trigger1 = 1
Time = 1
Pos = 0,0

[State 2506, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2506, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2506, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)

;**************************************************
[State 2506, ヘルパーを消す]
Type = DestroySelf
Trigger1 = AnimTime = 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　天晄「インラージメント・メクス」　レーザー
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2510]
MoveType = A
Physics  = N
Anim     = 2222
SprPriority = 8

[State 2510, アニメ]
Type = ChangeAnim
Trigger1 = Time = 169
Value = 10000

[State 2510, 変数]
Type = VarAdd
Trigger1 = Time = [89,168]
var(0) = 3+(Time=89)*16

[State 2510, 変数]
Type = VarAdd
Trigger1 = (Time = [0,9]) || (Time = [89,168])
fvar(0) = IfElse(Time<10,.2,-.025)

[State 2510, 変数]
Type = VarSet
Trigger1 = 1
fvar(1) = 1-(fvar(1)=1)*.1
Persistent = 2

[State 2510, 変数]
Type = VarSet
Trigger1 = (Time = 0)+(Time > 9)
fvar(2) = IfElse((Time=[10,88]),1.8+Random/4995.,2)
Persistent = 2

[State 2510, 変数]
Type = VarAdd
Trigger1 = (Time = [4,13]) || (Time = [89,138])
fvar(3) = IfElse(Time<14,.2,-.04)

[State 2510, 変数]
Type = VarSet
Trigger1 = 1
fvar(10) = 4+Random/249.75

[State 2510, 変数]
Type = VarSet
Trigger1 = 1
fvar(11) = 4+Random/249.75

[State 2510, 変数]
Type = VarSet
Trigger1 = 1
fvar(12) = (Random%359)*(Pi/180.)

[State 2510, 変数]
Type = VarSet
Trigger1 = 1
fvar(13) = (Random%359)*(Pi/180.)

;**************************************************
[State 2510, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

[State 2510, 音]
Type = PlaySnd
Trigger1 = (var(8) = 2511)
Value = s10,20
Channel = 1
IgnoreHitPause = 1

[State 2510, 変数]
Type = VarSet
Trigger1 = var(8)
var(8) = 0
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2510, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2510, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 21
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>20)*21
IgnoreHitPause = 1

[State 2510, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2510, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2222)
Trigger1 = (var(59) = [1,20])
MoveType = I

[State 2510, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2222)
Trigger1 = (var(59) != [1,20])
MoveType = A

;**************************************************
[State 2510, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2510, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2510, 色]
Type = PalFX
Trigger1 = 1
Mul = 256-var(0),256-var(0),256-var(0)
Time = 1

[State 2510, 画面振動]
Type = EnvShake
Trigger1 = Time = [4,138]
Time  = 8
Ampl  = 4
Freq  = 100
Phase = 100
Persistent = 6

[State 2510, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

[State 2510, 角度を有効]
Type = AngleDraw
Trigger1 = Time < 169
Value = 70
Scale = 40,fvar(3)

;**************************************************
[State 2510, エフェクト]
Type = Explod
Trigger1 = Time < 169
Anim = 2001
ID = 2001
Pos = 0,0
Scale = fvar(0)*fvar(1)*fvar(2),fvar(0)*fvar(1)*fvar(2)
SprPriority = 7
OwnPal = 0
RemoveTime = 1

[State 2510, エフェクト]
Type = Explod
Trigger1 = Time = [4,138]
Anim = 2003
ID = 2003
Pos = 0,0
Vel = fvar(10)*Cos(fvar(12)),-fvar(10)*Sin(fvar(12))
Scale = .1,.1
SprPriority = 7
OwnPal = 1
Persistent = 3

[State 2510, エフェクト]
Type = Explod
Trigger1 = Time = [4,138]
Anim = 2003
ID = 2003
Pos = 0,0
Vel = fvar(11)*Cos(fvar(13)),-fvar(11)*Sin(fvar(13))
Scale = .1,.1
SprPriority = 7
OwnPal = 1
Persistent = 3

;**************************************************
[State 2510, レーザー]
Type = Helper
Trigger1 = Time = [169,319]
StateNo = 2511
ID = 2511
Name = "Laser"
Pos = Random%160,0
PosType = Left
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
Size.XScale = 1
Size.YScale = 1

[State 2510, レーザー]
Type = Helper
Trigger1 = Time = [169,319]
StateNo = 2511
ID = 2511
Name = "Laser"
Pos = 160+Random%160,0
PosType = Left
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 2510, 飛び道具]
Type = Projectile
TriggerAll = MoveType = A
Trigger1 = Time = [13,88]
Attr              = A, HP
Damage            = 20,3
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,10
Guard.PauseTime   = 0,10
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2224
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 3
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -3,-12.5
Guard.Velocity    = -6
Air.Velocity      = -3,-12.5
AirGuard.Velocity = -3,-6.5
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(150*(Root,var(2)/1000.0))
Persistent = 3
ID = 2510

;**************************************************
[State 2510, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 380

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　天晄「インラージメント・メクス」　降り注ぐレーザー
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2511]
MoveType = A
Physics  = N
Anim     = 10000

[State 2511, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(0) = IfElse(Time=0,.01,IfElse(Time<40,.001,IfElse(Time=40,.951,-.031)))

[State 2511, 変数増減]
Type = VarAdd
Trigger1 = Time > 39
fvar(1) = .03

;**************************************************
[State 2511, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

[State 2511, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

[State 2511, 変数]
Type = ParentVarSet
Trigger1 = Time = 40
var(8) = 2511

;**************************************************
[State 2511, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2511, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 21
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>20)*21
IgnoreHitPause = 1

[State 2511, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2511, 状態変更]
Type = StateTypeSet
Trigger1 = (var(59) = [1,20])
MoveType = I

[State 2511, 状態変更]
Type = StateTypeSet
Trigger1 = (var(59) != [1,20])
MoveType = A

;**************************************************
[State 2511, 画面振動]
Type = EnvShake
Trigger1 = Time = 40
Time  = 12
Ampl  = 4
Freq  = 100
Phase = 100

;**************************************************
[State 2511, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2223
ID = 2223
Pos = 0,0
Scale = 1,1
SprPriority = 7
OwnPal = 1
Persistent = 1

[State 2511, エフェクト]
Type = Explod
Trigger1 = Time = 40
Anim = 2229
ID = 2229
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
Persistent = 1

[State 2511, エフェクト]
Type = Explod
Trigger1 = Time = 40
Anim = 2230
ID = 2230
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = -4
IgnoreHitPause = 1
Persistent = 1

[State 2511, エフェクト]
Type = Explod
Trigger1 = Time = 40
Anim = 2231
ID = 2231
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2511, 飛び道具]
Type = Projectile
TriggerAll = MoveType = A
Trigger1 = Time = 40
Attr              = A, HP
Damage            = 50,3
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,10
Guard.PauseTime   = 0,10
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2228
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 2
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-5
Guard.Velocity    = -6*IfElse((Facing=EnemyNear,Facing),-1,1)
Air.Velocity      = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-5
AirGuard.Velocity = -6*IfElse((Facing=EnemyNear,Facing),-1,1),-2.5
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(80*(Root,var(2)/1000.0))
ID = 2511

;**************************************************
[State 2511, エフェクト操作-1]
Type = ModifyExplod
Trigger1 = NumExplod(2223)
ID = 2223
Scale = fvar(0),1+fvar(1)
IgnoreHitPause = 1

[State 2511, エフェクト操作-2]
Type = ModifyExplod
Trigger1 = NumExplod(2229)
ID = 2229
Scale = 1+Time*.05-2,1+Time*.05-2
IgnoreHitPause = 1

[State 2511, エフェクト操作-3]
Type = ModifyExplod
Trigger1 = NumExplod(2230)
ID = 2230
Scale = .75+Time*.2-8,(.75+Time*.2-8)*.15
IgnoreHitPause = 1

[State 2511, エフェクト操作-4]
Type = ModifyExplod
Trigger1 = NumExplod(2231)
ID = 2231
Scale = .6+Time*.25-10,(.6+Time*.25-10)*.15
IgnoreHitPause = 1

;**************************************************
[State 2511, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 72

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　天晄「インラージメント・メクス」　魔方陣
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2512]
Physics  = N
Anim     = 2220+(IsHelper(2513))+(IsHelper(2514))
SprPriority = 5+(IsHelper(2513))-(IsHelper(2514))

[State 2512, 魔方陣]
Type = Helper
Trigger1 = (IsHelper(2512))*(Time = 0)
StateNo = 2512
ID = 2513
Name = "Effect"
Pos = 10,-20
PosType = P1
Ownpal = 0
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .6
Size.YScale = .6

[State 2512, 魔方陣]
Type = Helper
Trigger1 = (IsHelper(2512))*(Time = 0)
StateNo = 2512
ID = 2514
Name = "Effect"
Pos = -8,-14
PosType = P1
Ownpal = 0
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .8
Size.YScale = .8

[State 2512, 変数増減]
Type = VarAdd
Trigger1 = Time = 208
Trigger2 = var(0)
var(0) = 1
Persistent = 1

[State 2512, 変数増減]
Type = VarAdd
Trigger1 = var(0) = [1,20]
var(1) = 12+(var(0)=1)*16
Persistent = 1

[State 2512, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(2) = 1-(var(2)=179)*180

[State 2512, 変数増減]
Type = VarAdd
Trigger1 = (Time = [0,39])
fvar(0) = 2.7*(Pi/180.)

[State 2512, 変数]
Type = VarSet
Trigger1 = 1
fvar(1) = 1.25*Sin(fvar(0))

;**************************************************
[State 2512, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 30+(IsHelper(2513))*10-(IsHelper(2514))*8,-80-(IsHelper(2513))*20+(IsHelper(2514))*16

[State 2512, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2512, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2512, 色]
Type = PalFX
Trigger1 = 1
Mul = 256-var(1),256-var(1),256-var(1)
Time = 1

[State 2512, 角度を有効]
Type = AngleDraw
Trigger1 = (IsHelper(2513))+(IsHelper(2514))
Trigger1 = (var(2) < 45)+(var(2) = [90,134])
Value = 70+(var(2)=[90,134])*180
Scale = .25*fvar(1),1*fvar(1)

[State 2512, 角度を有効]
Type = AngleDraw
Trigger1 = (IsHelper(2513))+(IsHelper(2514))
Trigger1 = (var(2) = [45,89])+(var(2) = [135,180])
Value = 160+(var(2)=[135,180])*180
Scale = 1*fvar(1),.25*fvar(1)

[State 2512, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(2512)
Trigger1 = (var(2) < 45)+(var(2) = [90,134])
Value = 70-(var(2)=[90,134])*180
Scale = .25*fvar(1),1*fvar(1)

[State 2512, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(2512)
Trigger1 = (var(2) = [45,89])+(var(2) = [135,180])
Value = -20-(var(2)=[135,180])*180
Scale = 1*fvar(1),.25*fvar(1)

;**************************************************
[State 2512, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 20

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　魔界「インサニア・アゲル」　魔方陣
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2515]
MoveType = I
Physics  = N
Anim     = 2240
SprPriority = -7

[State 2515, 変数増減]
Type = VarAdd
Trigger1 = Time > 467
var(0) = 1

[State 2515, 変数増減]
Type = VarAdd
Trigger1 = (Time < 42)+(Time > 429)
var(1) = (Time=0)*122+IfElse(Time<42,6,-6)

[State 2515, 変数増減]
Type = VarAdd
Trigger1 = (Time = [20,39])+(Time = [420,429])
fvar(0) = .05+(Time>399)*.95
IgnoreHitPause = 1
Persistent = 1

[State 2515, 変数増減]
Type = VarAdd
Trigger1 = Time = [20,419]
fvar(1) = 6*(Pi/180.)
IgnoreHitPause = 1
Persistent = 1

[State 2515, 変数増減]
Type = VarAdd
Trigger1 = Time = [391,420]
fvar(2) = .13
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2515, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = fvar(39)
fvar(39) = fvar(39)

[State 2515, 音]
Type = ParentVarSet
Trigger1 = var(7)
var(7) = var(7)

[State 2515, ComboLimit]
Type = ParentVarAdd
Trigger1 = fvar(27)
fvar(27) = fvar(27)

[State 2517, Rift Attack]
Type = ParentVarAdd
Trigger1 = fvar(25)
Trigger1 = Floor(Root,fvar(25)*.0001) = 0
fvar(25) = 10000

[State 2515, 変数]
Type = VarSet
Trigger1 = fvar(39)
fvar(39) = 0

[State 2515, 変数]
Type = VarSet
Trigger1 = fvar(27)
fvar(27) = 0

[State 2515, 変数]
Type = VarSet
Trigger1 = fvar(25)
fvar(25) = 0

[State 2515, 音]
Type = VarSet
Trigger1 = var(7)
var(7) = 0

[State 2515, 音]
Type = PlaySnd
Trigger1 = var(8) = 2515
Value = s10,13
Channel = 2
IgnoreHitPause = 1

[State 2515, 変数]
Type = VarSet
Trigger1 = var(8)
var(8) = 0
IgnoreHitPause = 1
Persistent = 1

[State 2515, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)*Root,fvar(26)

;**************************************************
[State 2515, 透明度]
Type = Trans
Trigger1 = Time < 410
Trans = Add

[State 2515, 透明度]
Type = Trans
Trigger1 = Time > 409
Trans = AddAlpha
Alpha = var(1),256

[State 2515, 色]
Type = BGPalFX
Trigger1 = var(1)
Mul = -IfElse(var(1)>256,256,var(1))+256,-IfElse(var(1)>256,256,var(1))+256,-IfElse(var(1)>256,256,var(1))+256
Time = 1

[State 2515, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2515, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = IfElse(Time<20,.1+Time*.1,2),IfElse(Time<20,.1+Time*.1,2)*.2

[State 2515, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2515, エフェクトを消す]
Type = RemoveExplod
Trigger1 = NumExplod(2001)
ID = 2001

[State 2515, エフェクトを消す]
Type = RemoveExplod
Trigger1 = NumExplod(2257)
ID = 2257

[State 2515, 時計数字]
Type = Explod
Trigger1 = Time = 0
Anim = 2241
ID = 2241
Pos = 0,0
Scale = 1,.2
SprPriority = -4
OwnPal = 1
RemoveTime = -1
Persistent = 1

[State 2515, 時針]
Type = Explod
Trigger1 = Time = 0
Anim = 2250+Random%4
ID = 2241
Pos = 0,0
Scale = .5,.1
SprPriority = -5
OwnPal = 1
RemoveTime = -1
Persistent = 1

[State 2515, 分針]
Type = Explod
Trigger1 = Time = 0
Anim = 2246+Random%4
ID = 2241
Pos = 0,0
Scale = .5,.1
SprPriority = -5
OwnPal = 1
RemoveTime = -1
Persistent = 1

[State 2515, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2244
ID = 2244
Pos = 0,0
Scale = .5,.1
SprPriority = -6
OwnPal = 1
RemoveTime = -1
Persistent = 1

[State 2515, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2245
ID = 2244
Pos = 0,0
Scale = .5,.1
SprPriority = -6
OwnPal = 1
RemoveTime = -1
Persistent = 1

[State 2515, エフェクト]
Type = Explod
Trigger1 = Time = [20,419]
Anim = 2001
ID = 2001
Pos = 0,-205
Scale = 3.5*fvar(0)+(1*Sin(fvar(1))),3.5*fvar(0)+(1*Sin(fvar(1)))
SprPriority = -2
OwnPal = 1
RemoveTime = 1
Persistent = 1

[State 2515, エフェクト]
Type = Explod
Trigger1 = Time = [420,520]
Anim = 2001
ID = 2001
Pos = 0,-205
Scale = 3.5*fvar(0),3.5*fvar(0)
SprPriority = 9
OwnPal = 1
RemoveTime = 1
Trans = AddAlpha
Alpha = 256-var(0)*8,256
Persistent = 1

[State 2515, エフェクト]
Type = Explod
Trigger1 = Time = 390
Anim = 2255
ID = 2255
Pos = 0,-205
Scale = 1,1
SprPriority = -3
OwnPal = 1
RemoveTime = 30
Persistent = 1

;**************************************************
[State 2515, エフェクト]
Type = Helper
Trigger1 = Time = 0
StateNo = 2516
ID = 2516
Name = "Effect"
Pos = 0,-70
PosType = P1
Ownpal = 1
Persistent = 5
Size.XScale = .75
Size.YScale = .75

[State 2515, エフェクト]
Type = Helper
Trigger1 = 0;Time = 0
StateNo = 2518
ID = 2518
Name = "Effect"
Pos = 0,0
PosType = Left
Ownpal = 1

[State 2515, エフェクト]
Type = Helper
Trigger1 = 0;Time = 0
StateNo = 2518
ID = 2519
Name = "Effect"
Pos = 320,0
PosType = Left
Ownpal = 1

[State 2515, 弾]
Type = Helper
Trigger1 = Time = [40,340]
StateNo = 2517
ID = 2517
Name = "Shot"
Pos = 0,-205
PosType = P1
Ownpal = 1
Persistent = 15
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2515, 音]
Type = PlaySnd
Trigger1 = Time = [40,340]
Value = s10,4
Channel = 1
Persistent = 15
IgnoreHitPause = 1

[State 2515, 音]
Type = PlaySnd
Trigger1 = Time = 420
Value = s10,22

;**************************************************
[State 2515, 飛び道具]
Type = Projectile
Trigger1 = Time = [420,465]
Attr              = A, HP
Damage            = 50,3
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,0
Guard.PauseTime   = 0,10
;-----------------------------------
Offset            = 0,-205
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2256
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjEdgeBound     = 1000
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = 0,-20
Guard.Velocity    = -6*IfElse((Facing=EnemyNear,Facing),-1,1)
Air.Velocity      = 0,-20
AirGuard.Velocity = -6*IfElse((Facing=EnemyNear,Facing),-1,1),-4
Fall = 1
Fall.Recover = 0
ID = 2515+(Time=465)*2
Persistent = 5

;**************************************************
[State 2515, エフェクトを消す]
Type = RemoveExplod
Trigger1 = Time = 410
Trigger1 = NumExplod(2241)
ID = 2241

[State 2515, エフェクトを消す]
Type = RemoveExplod
Trigger1 = Time = 410
Trigger1 = NumExplod(2244)
ID = 2244

[State 2515, エフェクト操作-1]
Type = ModifyExplod
Trigger1 = NumExplod(2241)
ID = 2241
Scale = IfElse(Time<20,.1+Time*.1,2),IfElse(Time<20,.1+Time*.1,2)*.2

[State 2515, エフェクト操作-2]
Type = ModifyExplod
Trigger1 = NumExplod(2244)
ID = 2244
Scale = IfElse(Time<20,.03+Time*.03,.6),IfElse(Time<20,.03+Time*.03,.6)*.2

[State 2515, エフェクト操作-3]
Type = ModifyExplod
Trigger1 = NumExplod(2255)
ID = 2255
Scale = 4-fvar(2),4-fvar(2)

;**************************************************
[State 2515, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 32

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　魔界「インサニア・アゲル」　中心オブジェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2516]
MoveType = I
Physics  = N
Anim     = 2242
SprPriority = -3

[State 2516, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 2242)*(Time%25 = 0)*(Time = [20,9999])*(Random<500)
Value = 2243

[State 2516, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 2243)*(AnimTime = 0)
Value = 2242

[State 2516, 変数増減]
Type = VarAdd
Trigger1 = (Time > 437)
var(0) = 1

;**************************************************
[State 2516, 透明度]
Type = Trans
Trigger1 = !var(0)
Trans = Add

[State 2516, 透明度]
Type = Trans
Trigger1 = var(0)
Trans = AddAlpha
Alpha = 256-var(0)*6,256

[State 2516, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2516, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = IfElse(Time<20,.05+Time*.05,1),1

;**************************************************
[State 2516, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 42

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　魔界「インサニア・アゲル」　弾
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2517]
MoveType = A
Physics  = N
Anim     = 2014
SprPriority = 4

[State 2517, アニメ]
Type = ChangeAnim
Trigger1 = (Anim = 2014)*(Pos Y >= 0)
Value = 10000

[State 2517, 変数増減]
Type = VarAdd
Trigger1 = Anim = 10000
var(0) = 1

[State 2517, 変数]
Type = VarSet
Trigger1 = Anim = 2014
fvar(3) = 1.25+.75*(Sin((-100+Time*2.8)*(Pi/180.)))

[State 2517, 変数]
Type = VarSet
Trigger1 = Anim = 2014
fvar(0) = 1.9+Random/9990.

[State 2517, 変数]
Type = VarSet
Trigger1 = (Anim = 2014)*((Time = 0)+(Time > 31))
fvar(1) = 1-(fvar(1)=1)*.1
Persistent = 2

[State 2517, 変数]
Type = VarAdd
Trigger1 = (Anim = 2014)*(Time < 9)
fvar(2) = (Time<9)*.1

[State 2517, 変数]
Type = VarAdd
Trigger1 = Anim = 2014
fvar(4) = ((Time=0)*Random%359)+4*(Pi/180.)

[State 2517, 変数]
Type = VarSet
Trigger1 = Anim = 2014
fvar(10) = 3+Random/199.8

[State 2517, 変数]
Type = VarSet
Trigger1 = Anim = 2014
fvar(11) = Random/499.5*Pi

[State 2517, 変数]
Type = VarSet
Trigger1 = Anim = 2014
fvar(12) = .1+Random/4995.

[State 2517, 画像表示順位]
Type = SprPriority
Trigger1 = Anim = 2014
Value = -4+(10*Sin(fvar(4))>0)*8

;**************************************************
[State 2517, 移動速度]
Type = VelSet
Trigger1 = Anim = 2014
X = 15*Sin(fvar(4))
Y = 2+Random/499.5

[State 2517, 移動速度]
Type = VelSet
Trigger1 = Anim = 10000
X = 0
Y = 0

[State 2517, 軸位置]
Type = PosSet
Trigger1 = Anim = 10000
Y = 0

;**************************************************
[State 2517, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -3*Root,fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 2517, Rift Attack]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
Trigger1 = Floor(Root,fvar(25)*.0001) = 0
fvar(25) = 10000
IgnoreHitPause = 1

[State 2517, ComboLimit]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(27) = 2
IgnoreHitPause = 1
Persistent = 1

[State 2517, 変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,9,15)
IgnoreHitPause = 1
Persistent = 1

[State 2517, 音]
Type = ParentVarSet
Trigger1 = var(7)
var(7) = var(7)
IgnoreHitPause = 1
Persistent = 1

[State 2517, 変数]
Type = VarSet
Trigger1 = var(7)
var(7) = 0
IgnoreHitPause = 1
Persistent = 1

[State 2517, 音]
Type = ParentVarSet
Trigger1 = var(0) = 1
var(8) = 2515

[State 2517, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)*Root,fvar(26)

;**************************************************
[State 2517, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2517, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2517, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2517, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[-70-(EnemyNear(var(58)),Const(Size.Ground.Front)),70+(EnemyNear(var(58)),Const(Size.Ground.Back))]) && (P2Dist Y=[-70,70-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2014)
Trigger1 = (var(59) = [1,40])
var(7) = 16
IgnoreHitPause = 1
Persistent = 2

[State 2517, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2014)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2517, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2014)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2517, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [-70-(EnemyNear(var(58)),Const(Size.Ground.Front)),70+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-70,70-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2014)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2517, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2517
StateNo = 6000
ID = IfElse(MoveHit,6010,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

[State 2517, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2517
StateNo = 6000
ID = IfElse(MoveHit,6010,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = .5
Size.YScale = .5

;**************************************************
[State 2517, エフェクトを消す]
Type = RemoveExplod
Trigger1 = NumExplod(2015)
ID = 2015

[State 2517, エフェクト]
Type = Explod
Trigger1 = (Anim = 2014)*(Time > 31)
Anim = 2015
ID = 2015
Pos = 0,0
Scale = fvar(3),fvar(3)
SprPriority = -4
OwnPal = 1
RemoveTime = 1

[State 2517, エフェクト]
Type = Explod
Trigger1 = (Anim = 2014)*(Time > 31)
Anim = 2003
ID = 2003
Pos = Floor((fvar(10)*3)*Cos(fvar(11))),Floor((-fvar(10)*3)*Sin(fvar(11)))
Scale = fvar(12),fvar(12)
Vel = fvar(10)*Cos(fvar(11)),-fvar(10)*Sin(fvar(11))
SprPriority = 5
OwnPal = 1
Persistent = 8

[State 2517, エフェクト]
Type = Explod
Trigger1 = var(0) = 1
Anim = 2254
ID = 2254
Pos = 0,0
Scale = 1,1
SprPriority = 5
OwnPal = 1

;**************************************************
[State 2517, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2517, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2517, 角度]
Type = AngleSet
Trigger1 = (Anim = 2014)*(Time > 9)
Value = Random%359
Persistent = 2

[State 2517, 角度を有効]
Type = AngleDraw
Trigger1 = (Anim = 2014)
Scale = fvar(0)*fvar(1)*fvar(2),fvar(0)*fvar(1)*fvar(2)

[State 2517, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2517, ヒット定義]
Type = HitDef
Trigger1 = (Anim = 2014)*(10*Sin(fvar(4))>0)
Attr              = A, HP
Damage            = 35,2
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-5
Air.Velocity      = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-5
AirGuard.Velocity = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-3
YAccel = .2
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(60*(Root,var(2)/1000.0))
SprPriority = 5
Persistent = 10
ID = 2517

;**************************************************
[State 2517, 飛び道具]
Type = Projectile
Trigger1 = ((!Root,NumTarget) && (MoveHit = 1))
Attr              = A, NP
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2095
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = +MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 23
Air.HitTime       = 23
Ground.Velocity   = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-5
Air.Velocity      = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-5
AirGuard.Velocity = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(59*(Root,var(2)/1000.0))
NumHits = 0
Guard.Dist = 0
ID = 2010

[State 2517, 飛び道具-2]
Type = Projectile
TriggerAll = MoveType = A
Trigger1 = var(0) = [2,14]
Attr              = A, HP
Damage            = 55,2
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,10
Guard.PauseTime   = 0,10
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2000
ProjAnim          = 2204
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 2
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-5
Guard.Velocity    = -6*IfElse((Facing=EnemyNear,Facing),-1,1)
Air.Velocity      = -3*IfElse((Facing=EnemyNear,Facing),-1,1),-5
AirGuard.Velocity = -6*IfElse((Facing=EnemyNear,Facing),-1,1),-3
YAccel = .2
Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(80*(Root,var(2)/1000.0))
ID = 2516
Persistent = 4

;**************************************************
[State 2517, 相手ステート変更-LimitOver]
Type = TargetState
Trigger1 = NumTarget
Trigger1 = (MoveHit = 1) && (Root,fvar(27) >= 100)
Value = 10130
ID = 2516
IgnoreHitPause = 1
Persistent = 10

;**************************************************
[State 2517, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 67

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　画面固定用
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2518]
MoveType = I
Physics  = N
Anim     = 10000

[State 2518, 軸位置]
Type = PosSet
Trigger1 = 1
X = -160+(IsHelper(2519))*320

[State 2518, スクロール]
Type = ScreenBound
Trigger1 = 1
Value = 1
MoveCamera = 1,1

;**************************************************
[State 2518, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Root,StateNo != [3000,3999]

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　神威「メガ・グラヴィトンウェイヴ」電気エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2520]
Physics  = N
Anim     = 2260+(IsHelper(2521))*18+Random%2
SprPriority = 9

[State 2520, 変数]
Type = VarSet
Trigger1 = (IsHelper(2520))*(Time = 0)
fvar(0) = .5+Random/1998.

[State 2520, 変数]
Type = VarSet
Trigger1 = (IsHelper(2521))*(Time = 0)
fvar(0) = .75+Random/3996.

[State 2520, 変数]
Type = VarSet
Trigger1 = (IsHelper(2520))*(Time = 0)
fvar(1) = .75+Random/3996.

[State 2520, 変数]
Type = VarSet
Trigger1 = (IsHelper(2520))*(Time = 0)
fvar(2) = .2+Random/1497.

[State 2520, 変数]
Type = VarSet
Trigger1 = (IsHelper(2521))*(Time = 0)
fvar(1) = 1+Random/4995.

[State 2520, 変数]
Type = VarSet
Trigger1 = (IsHelper(2521))*(Time = 0)
fvar(2) = .8+Random/4995.

[State 2520, 変数]
Type = VarSet
Trigger1 = (IsHelper(2521))*(Time = 0)
fvar(10) = ((RootDist X)/(Abs(RootDist X)+Abs(RootDist Y-45)+.0000001))

[State 2520, 変数]
Type = VarSet
Trigger1 = (IsHelper(2521))*(Time = 0)
fvar(11) = ((RootDist Y-45)/(Abs(RootDist X)+Abs(RootDist Y-45)+.0000001))

[State 2520, 変数]
Type = VarSet
Trigger1 = (IsHelper(2520))*(Time = 0)
fvar(12) = Random%359

[State 2520, 角度]
Type = VarSet
Trigger1 = (IsHelper(2521))*(Time = 0)*(fvar(10) != 0)
fvar(12) = ATan(fvar(11)/fvar(10))*(-180.0/Pi)+((fvar(10)<0)*180)

[State 2520, 角度]
Type = VarSet
Trigger1 = (IsHelper(2521))*(Time = 0)*(fvar(10) = 0)
fvar(12) = IfElse(fvar(11)<0,90,-90)

[State 2000, 軸位置移動]
Type = PosAdd
Trigger1 = (IsHelper(2520))*(Time = 0)
X = -20+Random/24.975
Y = -20+Random/24.975

;**************************************************
[State 2520, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = Ceil(256*fvar(0)),256

[State 2520, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2520, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = fvar(12)+(IsHelper(2521))*180
Scale = fvar(1)*fvar(2),1*fvar(2)

;**************************************************
[State 2520, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (IsHelper(2520))*(Time > 1)
Trigger2 = (IsHelper(2521))*(Time > 36)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　神威「メガ・グラヴィトンウェイヴ」中心エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2521]
MoveType = I
Physics  = N
Anim     = 2277
SprPriority = 8

[State 2521, 変数]
Type = VarSet
Trigger1 = var(5) < 90
var(0) = Root,var(5)

[State 2521, 変数増減]
Type = VarAdd
Trigger1 = var(5) > 89
var(0) = 1

[State 2521, アニメ]
Type = ChangeAnim
Trigger1 = var(0) = 90
Value = 10000

[State 2521, 変数増減]
Type = VarAdd
Trigger1 = var(0) < 20
fvar(0) = 12.8

[State 2521, 変数]
Type = VarSet
Trigger1 = var(0) < 90
fvar(1) = .8+Random/2497.5
Persistent = 2

[State 2521, 変数]
Type = VarSet
Trigger1 = var(0) < 90
fvar(2) = 1-(fvar(2)=1)*.1
Persistent = 2

[State 2521, 変数増減]
Type = VarAdd
Trigger1 = (var(0) = [70,89])+(var(0) = [126,388])
fvar(5) = .75-(var(0)=[80,89])*1.5-(var(0)>125)*.6

[State 2521, 変数増減]
Type = VarAdd
Trigger1 = var(0) = [70,89]
fvar(6) = 9.6-(var(0)>79)*19.2

[State 2521, 変数増減]
Type = VarAdd
Trigger1 = var(0) = [139,388]
fvar(7) = 1-(var(0)>152)*.75

[State 2521, 変数増減]
Type = VarSet
Trigger1 = var(0) = 153
fvar(7) = 0

[State 2521, 変数増減]
Type = VarSet
Trigger1 = (var(0) = 139)+(var(0) = 153)
fvar(8) = 64

[State 2521, 変数増減]
Type = VarAdd
Trigger1 = (var(0) = [139,153])+(var(0) = [325,388])
fvar(8) = -(var(0)<153)*4.5-(var(0)=[325,388])

;**************************************************
[State 2521, エフェクト]
Type = Explod
Trigger1 = var(0) = [70,125]
Anim = 2262
ID = 2262
Pos = 0,0
Scale = .75+fvar(5),.75+fvar(5)
SprPriority = 8
OwnPal = 1
Trans = AddAlpha
Alpha = 96+Ceil(fvar(6)),256
SuperMove = 1

[State 2521, エフェクト]
Type = Explod
Trigger1 = var(0) = 90
Anim = 2264
ID = 2264
Pos = 0,0
Scale = 7.5,7.5
SprPriority = -9999
OwnPal = 1
RemoveTime = 35
SuperMove = 1

[State 2521, エフェクト]
Type = Explod
Trigger1 = var(0) = [126,155]
Anim = 2263
ID = 2263
Pos = 0,0
Scale = .5+(fvar(5))*1.5,.5+(fvar(5))*1.5
SprPriority = 4
OwnPal = 1

[State 2521, エフェクト]
Type = Explod
Trigger1 = var(0) = [126,324]
Anim = 2267
ID = 2267
Pos = 0,0
Scale = 1+fvar(5),1+fvar(5)
SprPriority = 4
OwnPal = 1

[State 2521, エフェクト]
Type = Explod
Trigger1 = var(0) = [325,389]
Anim = 2267
ID = 2267
Pos = 0,0
Scale = 1+fvar(5),1+fvar(5)
SprPriority = 4
OwnPal = 1
Trans = AddAlpha
Alpha = Ceil(fvar(8))*4,256

[State 2521, エフェクト]
Type = Explod
Trigger1 = var(0) = [139,389]
Anim = 2262
ID = 2262
Pos = 0,0
Scale = .5+fvar(7),.5+fvar(7)
SprPriority = 8
OwnPal = 1
Trans = AddAlpha
Alpha = Ceil(fvar(8)),256

[State 2521, エフェクト]
Type = Explod
Trigger1 = var(0) = [139,389]
Anim = 2268
ID = 2268
Pos = 0,0
Scale = .75+fvar(7)*2,.75+fvar(7)*2
SprPriority = 8
OwnPal = 1
Trans = AddAlpha
Alpha = Ceil(fvar(8)),256

;**************************************************
[State 2521, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,-45

[State 2521, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = Ceil(fvar(0)),256

[State 2521, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2521, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(1)*fvar(2),fvar(1)*fvar(2)

;**************************************************
[State 2521, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 389
Trigger2 = (var(0) < 90)*(Root,MoveType = H)
Trigger3 = Root,StateNo = 3061

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　神威「メガ・グラヴィトンウェイヴ」放射エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2522]
Physics  = N
Anim     = 2265
SprPriority = 4

[State 2522, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2522))+(IsHelper(2523))+(IsHelper(2524))+(IsHelper(2525))+(IsHelper(2526))
var(0) = (IsHelper(2522))*60-(IsHelper(2523))*170-(IsHelper(2524))*50-(IsHelper(2525))*10+(IsHelper(2526))*140

[State 2522, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2527))+(IsHelper(2528))+(IsHelper(2529))+(IsHelper(2530))+(IsHelper(2531))
var(0) = -(IsHelper(2527))*100-(IsHelper(2528))*140+(IsHelper(2529))*105+(IsHelper(2530))*20+(IsHelper(2531))*165

[State 2522, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2523))+(IsHelper(2524))+(IsHelper(2525))+(IsHelper(2526))
var(1) = (IsHelper(2523))*4+(IsHelper(2524))*8+(IsHelper(2525))*10+(IsHelper(2526))*12

[State 2522, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2527))+(IsHelper(2528))+(IsHelper(2529))+(IsHelper(2530))+(IsHelper(2531))
var(1) = (IsHelper(2527))*14+(IsHelper(2528))*14+(IsHelper(2529))*16+(IsHelper(2530))*16+(IsHelper(2531))*20

[State 2522, 変数増減]
Type = VarAdd
Trigger1 = Time < 6
fvar(0) = (Time<4)*.5+(Time=[4,5])*4.5

[State 2522, 変数増減]
Type = VarAdd
Trigger1 = (Time < 5)+(Time = 6)
fvar(1) = (Time<4)*.5-(Time=4)*1-(Time=6)*.5

[State 2522, 変数増減]
Type = VarSet
Trigger1 = (Time = 0)+(Time > 7)
fvar(2) = 1-(fvar(2)=1)*.1
Persistent = 2

[State 2522, 変数増減]
Type = VarAdd
Trigger1 = Time > 195-var(1)
var(2) = 4

;**************************************************
[State 2522, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,-45

[State 2522, 透明度]
Type = Trans
Trigger1 = !var(2)
Trans = Add

[State 2522, 透明度]
Type = Trans
Trigger1 = var(2)
Trans = AddAlpha
Alpha = 256-var(2),256

[State 2522, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2522, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = fvar(0),fvar(1)*fvar(2)

;**************************************************
[State 2522, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(2) > 255
Trigger2 = Root,StateNo = 3061

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　神威「メガ・グラヴィトンウェイヴ」黒放射エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2523]
Physics  = N
Anim     = 2266
SprPriority = 6

[State 2523, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2523))+(IsHelper(2524))+(IsHelper(2525))+(IsHelper(2526))+(IsHelper(2527))
var(0) = (IsHelper(2523))*20+(IsHelper(2524))*45+(IsHelper(2525))*70+(IsHelper(2526))*90+(IsHelper(2527))*110

[State 2523, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2528))+(IsHelper(2529))+(IsHelper(2530))+(IsHelper(2531))+(IsHelper(2532))
var(0) = (IsHelper(2528))*120+(IsHelper(2529))*135+(IsHelper(2530))*150-(IsHelper(2531))*30-(IsHelper(2532))*45

[State 2523, 変数]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = (IsHelper(2533))+(IsHelper(2534))+(IsHelper(2535))
var(0) = -(IsHelper(2533))*60-(IsHelper(2534))*120-(IsHelper(2535))*140

[State 2523, 変数増減]
Type = VarAdd
Trigger1 = Time > 197
var(1) = 4

[State 2523, 変数増減]
Type = VarAdd
Trigger1 = Time < 60
fvar(0) = .05+(Time=26)

[State 2523, 変数増減]
Type = VarSet
Trigger1 = 1
fvar(1) = 1-(fvar(1)=1)*.2
Persistent = 2

[State 2523, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(5) = (RootDist X)*-1

[State 2523, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(6) = (RootDist Y)*-1

;**************************************************
[State 2523, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = fvar(5),fvar(6)

[State 2523, 色]
Type = PalFX
Trigger1 = Time > 196
Mul = -IfElse(var(1)>256,256,var(1))+256,-IfElse(var(1)>256,256,var(1))+256,-IfElse(var(1)>256,256,var(1))+256
Time = 1

[State 2523, 透明度]
Type = Trans
Trigger1 = 1
Trans = Sub

[State 2523, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2523, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = 1+fvar(0)*fvar(1),fvar(1)

;**************************************************
[State 2523, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(1) > 255
Trigger2 = Root,StateNo = 3061

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　神威「メガ・グラヴィトンウェイヴ」 特殊KOエフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2524]
MoveType = I
Physics  = N
Anim     = 2267+(IsHelper(2525))+(IsHelper(2526))*2-(IsHelper(2527))*4+(IsHelper(2528))
SprPriority = 12

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = 5 || Time = 50
StateNo = 2524
ID = 2525
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = [0,50]
StateNo = 2525
ID = 2525
Name = "Effect"
Pos = Floor(50*Cos(-80*Pi/180.)),Floor(-50*Sin(-80*Pi/180.))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
Size.XScale = .25
Size.YScale = .25

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = 12
StateNo = 2524
ID = 2526
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = 38
StateNo = 2524
ID = 2527
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = 38
StateNo = 2524
ID = 2527
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .3
Size.YScale = .3

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = 50
StateNo = 2524
ID = 2528
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = 63
StateNo = 2526
ID = 2526
Name = "Effect"
Pos = Floor(50*Cos(95*Pi/180.)),Floor(-50*Sin(95*Pi/180.))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .8
Size.YScale = .8

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = 61
StateNo = 2526
ID = 2527
Name = "Effect"
Pos = Floor(10*Cos(-85*Pi/180.)),Floor(-10*Sin(-85*Pi/180.))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .75
Size.YScale = .75

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = 61
StateNo = 2526
ID = 2528
Name = "Effect"
Pos = Floor(25*Cos(-85*Pi/180.)),Floor(-25*Sin(-85*Pi/180.))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .5
Size.YScale = .5

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = 63
StateNo = 2526
ID = 2529
Name = "Effect"
Pos = Floor(55*Cos(-85*Pi/180.)),Floor(-55*Sin(-85*Pi/180.))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = .3
Size.YScale = .3

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = 79
StateNo = 2526
ID = 2530
Name = "Effect"
Pos = Floor(5*Cos(-85*Pi/180.)),Floor(-5*Sin(-85*Pi/180.))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = [57,174]
StateNo = 2527
ID = 2527
Name = "Effect"
Pos = Floor((-15-Random%10)*fvar(12))-var(0),Floor(Pos Y*-1+var(0)*1.5)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = [57,174]
StateNo = 2527
ID = 2527
Name = "Effect"
Pos = Floor((-20-Random%10)*fvar(12))-var(0),Floor(Pos Y*-1+var(0)*1.5)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = [57,174]
StateNo = 2527
ID = 2527
Name = "Effect"
Pos = Floor((-25-Random%10)*fvar(12))-var(0),Floor(Pos Y*-1+var(0)*1.5)
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = [57,174]
StateNo = 2527
ID = 2527
Name = "Effect"
Pos = Floor((15+Random%10)*fvar(12))+var(0),Floor(Pos Y*-1+var(0)*1.5)
PosType = P1
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = [57,174]
StateNo = 2527
ID = 2527
Name = "Effect"
Pos = Floor((20+Random%10)*fvar(12))+var(0),Floor(Pos Y*-1+var(0)*1.5)
PosType = P1
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = [57,174]
StateNo = 2527
ID = 2527
Name = "Effect"
Pos = Floor((25+Random%10)*fvar(12))+var(0),Floor(Pos Y*-1+var(0)*1.5)
PosType = P1
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = [80,174]
StateNo = 2528
ID = 2528
Name = "Effect"
Pos = 140-Random%280,Floor(Pos Y*-1)+Random%20
PosType = P1
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 2524, エフェクト]
Type = Helper
Trigger1 = IsHelper(2524)
Trigger1 = Time = [150,174]
StateNo = 2528
ID = 2528
Name = "Effect"
Pos = 50-Random%100,Floor(Pos Y*-1)+Random%20
PosType = P1
Facing = -1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 2524, 変数増減]
Type = VarAdd
Trigger1 = (Time = [60,64]) && IsHelper(2524)
fvar(0) = -.2

[State 2524, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(2525) || IsHelper(2527)
Trigger2 = IsHelper(2528) && Time < 12
fvar(0) = .2

[State 2524, 変数]
Type = VarSet
Trigger1 = IsHelper(2525) && Time = 14
fvar(0) = .2

[State 2524, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(2526)
fvar(0) = .05+(Time=0)*.15

[State 2524, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(2528) && (Time = [21,45])
fvar(1) = .15

[State 2524, 変数増減]
Type = VarAdd
Trigger1 = (Time = [79,94]) && IsHelper(2524)
fvar(2) = .5

[State 2524, 変数増減]
Type = VarAdd
Trigger1 = (Time = [77,156]) && IsHelper(2524)
var(0) = 3
Persistent = 5

[State 2524, 変数増減]
Type = VarAdd
Trigger1 = (Time = [57,156]) && IsHelper(2524)
fvar(10) = .5
Persistent = 10

[State 2524, 変数増減]
Type = VarAdd
Trigger1 = (Time = [67,156]) && IsHelper(2524)
fvar(11) = 1.5
Persistent = 10

[State 2524, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0 || (Time = [57,156])) && IsHelper(2524)
fvar(12) = .4+(Time=0)*.6
Persistent = 10

[State 2524, 変数増減]
Type = VarAdd
Trigger1 = (Time = [59,175]) && IsHelper(2524)
fvar(13) = .02

[State 2524, 変数増減]
Type = VarAdd
Trigger1 = (Time = [142,181]) && IsHelper(2524)
var(1) = 1

;**************************************************
[State 2524, 画面振動]
Type = EnvShake
Trigger1 = Time = [59,175]
Time  = 6
Ampl  = 10+Random%10
Freq  = 110
Phase = 100
Persistent = 5

[State 2524, 透明度]
Type = Trans
Trigger1 = IsHelper(2524)
Trans = Add

[State 2524, 透明度]
Type = Trans
Trigger1 = IsHelper(2525) || IsHelper(2528)
Trans = AddAlpha
Alpha = 64+IsHelper(2528)*64,256

[State 2524, 透明度]
Type = Trans
Trigger1 = IsHelper(2526) || IsHelper(2527)
Trans = Sub

[State 2524, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = NoBarDisplay

[State 2524, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 1+fvar(0)+fvar(1),1+fvar(0)+fvar(1)*.3

;**************************************************
[State 2524, エフェクト]
Type = Explod
Trigger1 = (Time = 0) && IsHelper(2524)
Anim = 2287
ID = 2287
PosType = Left
Pos = 0,0
Scale = 9999,9999
SprPriority = 10
OwnPal = 1
RemoveTime = -1
IgnoreHitPause = 1

[State 2524, エフェクト]
Type = Explod
Trigger1 = Time = 59
Anim = 2275
ID = 2275
PosType = P1
Pos = 0,0
Scale = 10,10
SprPriority = 13
OwnPal = 1
RemoveTime = 2
IgnoreHitPause = 1

[State 2524, エフェクト]
Type = Explod
Trigger1 = IsHelper(2524)
Trigger1 = (Time = [59,62]) || (Time = [69,174])
Anim = 2270+Random%3
ID = 2270
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1+var(1)*.05,1+var(1)*.05
SprPriority = 12
OwnPal = 1
IgnoreHitPause = 1
Persistent = 2

[State 2524, エフェクト]
Type = Explod
Trigger1 = IsHelper(2524)
Trigger1 = (Time = [59,62]) || (Time = [69,174])
Anim = 2270+Random%3
ID = 2270
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1+var(1)*.05,1+var(1)*.05
SprPriority = 12
OwnPal = 1
IgnoreHitPause = 1
Persistent = 2

[State 2524, エフェクト]
Type = Explod
Trigger1 = IsHelper(2524)
Trigger1 = (Time = [59,62]) || (Time = [69,174])
Anim = 2270+Random%3
ID = 2270
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1+var(1)*.05,1+var(1)*.05
SprPriority = 12
OwnPal = 1
IgnoreHitPause = 1
Persistent = 2

[State 2524, エフェクト]
Type = Explod
Trigger1 = IsHelper(2524)
Trigger1 = (Time = [59,62]) || (Time = [69,174])
Anim = 2270+Random%3
ID = 2270
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1+var(1)*.05,1+var(1)*.05
SprPriority = 12
OwnPal = 1
IgnoreHitPause = 1
Persistent = 3

[State 2524, エフェクト]
Type = Explod
Trigger1 = IsHelper(2524)
Trigger1 = (Time = [59,62]) || (Time = [69,174])
Anim = 2270+Random%3
ID = 2270
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1+var(1)*.05,1+var(1)*.05
SprPriority = 12
OwnPal = 1
IgnoreHitPause = 1
Persistent = 3

[State 2524, エフェクト]
Type = Explod
Trigger1 = IsHelper(2524)
Trigger1 = (Time = [59,62]) || (Time = [69,174])
Anim = 2270+Random%3
ID = 2270
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1+var(1)*.05,1+var(1)*.05
SprPriority = 12
OwnPal = 1
IgnoreHitPause = 1
Persistent = 3

[State 2524, エフェクト]
Type = Explod
Trigger1 = IsHelper(2524)
Trigger1 = (Time = [59,62]) || (Time = [69,174])
Anim = 2270+Random%3
ID = 2270
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1+var(1)*.05,1+var(1)*.05
SprPriority = 12
OwnPal = 1
IgnoreHitPause = 1
Persistent = 3

[State 2524, エフェクト]
Type = Explod
Trigger1 = IsHelper(2524)
Trigger1 = (Time = [59,62]) || Time = 143
Anim = 2270+Random%3
ID = 2270
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1+(Time=143)*7,1+(Time=143)*7
SprPriority = 12
OwnPal = 1
IgnoreHitPause = 1

[State 2524, エフェクト]
Type = Explod
Trigger1 = IsHelper(2524)
Trigger1 = (Time = [59,62]) || Time = 143
Anim = 2270+Random%3
ID = 2270
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1+(Time=143)*7,1+(Time=143)*7
SprPriority = 12
OwnPal = 1
IgnoreHitPause = 1

[State 2524, エフェクト]
Type = Explod
Trigger1 = IsHelper(2524)
Trigger1 = (Time = [59,62]) || Time = 143
Anim = 2270+Random%3
ID = 2270
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1+(Time=143)*7,1+(Time=143)*7
SprPriority = 12
OwnPal = 1
IgnoreHitPause = 1

[State 2524, エフェクト]
Type = Explod
Trigger1 = Time > 79 && IsHelper(2524)
Anim = 2275
ID = 2275
PosType = P1
Pos = 0,0
Scale = 1+fvar(2),1+fvar(2)
SprPriority = 13
OwnPal = 1
RemoveTime = 1
Trans = AddAlpha
Alpha = 128,256
IgnoreHitPause = 1

[State 2524, エフェクト]
Type = Explod
Trigger1 = (Time = [109,143]) && IsHelper(2524)
Anim = 2274
ID = 2274
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1,1
SprPriority = 14
OwnPal = 1
IgnoreHitPause = 1

[State 2524, エフェクト]
Type = Explod
Trigger1 = (Time = [109,143]) && IsHelper(2524)
Anim = 2274
ID = 2274
PosType = P1
Pos = 75-Random%150,60-Random%120
Scale = 1,1
SprPriority = 14
OwnPal = 1
IgnoreHitPause = 1

[State 2524, エフェクト]
Type = Explod
Trigger1 = (Time = [59,174]) && IsHelper(2524)
Anim = 2275
ID = 2275
PosType = P1
Pos = 0,Floor(Pos Y*-1)
Scale = .5+fvar(13),.02+fvar(13)*.2
SprPriority = 12
OwnPal = 1
RemoveTime = 1
IgnoreHitPause = 1

[State 2524, エフェクト]
Type = Explod
Trigger1 = (Time = 153) && IsHelper(2524)
Anim = 2299
ID = 2299
PosType = Left
Pos = 0,0
Scale = 9999,9999
SprPriority = 15
OwnPal = 1
IgnoreHitPause = 1

[State 2524, 音]
Type = PlaySnd
Trigger1 = IsHelper(2524)
Trigger1 = Time = 79 || Time = 99 || Time = 129
Value = s10,32

;**************************************************
[State 2524, ヘルパーを消す]
Type = DestroySelf
Trigger1 = IsHelper(2525) && Time > 29
Trigger2 = IsHelper(2526) && Time > 35
Trigger3 = IsHelper(2527) && Time > 21

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　神威「メガ・グラヴィトンウェイヴ」 特殊KOエフェクト2
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2525]
MoveType = I
Physics  = N
Anim     = 2263
SprPriority = 13

[State 2525, 変数]
Type = VarSet
Trigger1 = 1
fvar(0) = 2*Sin((41+Time*7)*Pi/180.)

[State 2525, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = 6*Cos(100*Pi/180.)
Y = -6*Sin(100*Pi/180.)

;**************************************************
[State 2525, 透明度]
Type = Trans
Trigger1 = 1
Trans = Sub

[State 2525, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2525, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = 10
Scale = 1*fvar(0),.5*fvar(0)

;**************************************************
[State 2525, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 13
Trigger2 = Parent,Time > 58

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　神威「メガ・グラヴィトンウェイヴ」 特殊KOエフェクト3
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2526]
MoveType = I
Physics  = N
Anim     = 2269
SprPriority = 13

[State 2526, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(2526) && ((Time = [1,3]) || (Time = [13,21]))
fvar(0) = .1-(Time>3)*.16

[State 2526, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(2527) && ((Time = [3,4]) || Time = 13)
Trigger2 = IsHelper(2528) && (Time = [3,4])
fvar(0) = .025

[State 2526, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(2527) && (Time = [16,21])
fvar(0) = -.1

[State 2526, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(2528) && (Time = [17,21])
fvar(0) = .2

[State 2526, 軸位置移動]
Type = PosAdd
Trigger1 = IsHelper(2526) && (Time = [17,20])
X = 3*Cos(-85*Pi/180.)
Y = -3*Sin(-85*Pi/180.)

[State 2526, 軸位置移動]
Type = PosAdd
Trigger1 = IsHelper(2527) && (Time = [13,21])
X = 3*Cos(95*Pi/180.)
Y = -3*Sin(95*Pi/180.)

[State 2526, 軸位置移動]
Type = PosAdd
Trigger1 = IsHelper(2528) && (Time = 17)
X = 40*Cos(-85*Pi/180.)
Y = -40*Sin(-85*Pi/180.)

[State 2526, 軸位置移動]
Type = PosAdd
Trigger1 = IsHelper(2528) && (Time = [18,21])
X = 18*Cos(95*Pi/180.)
Y = -18*Sin(95*Pi/180.)

;**************************************************
[State 2526, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2526, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2526, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = 5
Scale = 1.5+fvar(0),(1.5+fvar(0))*.2

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　神威「メガ・グラヴィトンウェイヴ」 特殊KOエフェクト4
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2527]
MoveType = I
Physics  = N
Anim     = 2276
SprPriority = 15

[State 2527, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = .75+Random/3996.

[State 2527, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 192,256

[State 2527, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2527, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = 90+Parent,fvar(11)
Scale = (.1+Parent,fvar(10))*fvar(0),.1+Parent,fvar(10)*fvar(0)

;**************************************************
[State 2527, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　神威「メガ・グラヴィトンウェイヴ」 特殊KOエフェクト　岩
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2528]
MoveType = I
Physics  = N
Anim     = 2298
SprPriority = 14

[State 2528, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = .75+Random/3996.

[State 2528, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = 75+Random/33.3

[State 2528, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(2) = 50+Random/33.3

[State 2528, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2528, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = fvar(1)+90
Scale = fvar(0)/2.,fvar(0)

[State 2528, 移動速度]
Type = VelSet
Trigger1 = (Time = 0 && Random < 500) || Time = 1
X = fvar(2)*Cos(fvar(1)*Pi/180.)
Y = -fvar(2)*Sin(fvar(1)*Pi/180.)

;**************************************************
[State 2528, ヘルパーを消す]
Type = DestroySelf
Trigger1 = ScreenPos Y < -20

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「エンド・ブレイカー」　始動槍
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2530]
MoveType = A
Physics  = N
Anim     = 2280
SprPriority = 2

[State 2530, アニメ]
Type = ChangeAnim
Trigger1 = (Root,Anim = 3070)*(Root,AnimElem = 3,=0)
Trigger2 = (Root,Anim = 3070)*(Root,AnimElem = 4,=0)
Value = 2281+(Anim=2281)
IgnoreHitPause = 1

[State 2530, アニメ]
Type = ChangeAnim
TriggerAll = Anim = 2282
TriggerAll = NumEnemy
Trigger1 = (MoveHit = [1,2])*(Enemy(0),StateNo=10055)
Trigger2 = NumEnemy > 1
Trigger2 = (MoveHit = [1,2])*(Enemy(1),StateNo=10055)
Value = 2283
IgnoreHitPause = 1

[State 2530, 変数増減]
Type = VarAdd
TriggerAll = Anim = 2282
Trigger1 = (FrontEdgeBodyDist < -100)+(var(0))
var(0) = 1
IgnoreHitPause = 1
Persistent = 1

[State 2530, 変数増減]
Type = VarAdd
Trigger1 = Anim = 2282
Trigger2 = (var(1))*(MoveContact > 10)
var(1) = 1
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2530, 移動速度]
Type = VelSet
Trigger1 = (var(1) = 1)+(MoveContact = 10)
Trigger2 = NumEnemy
Trigger2 = (MoveContact = 1)*(Enemy(0),MoveType = H)
Trigger3 = NumEnemy > 1
Trigger3 = (MoveContact = 1)*(Enemy(0),MoveType = H)
X = (var(1)=1)*25+(MoveContact=10)*25

[State 2530, 移動速度]
Type = PosAdd
Trigger1 = var(1) = 1
X = 30
Y = -35

;**************************************************
[State 2530, 攻撃力補正]
Type = ParentVarAdd
Trigger1 = MoveHit = 1
fvar(39) = -1*Root,fvar(39)/100.
IgnoreHitPause = 1
Persistent = 1

[State 2530, 変数]
Type = ParentVarSet
Trigger1 = MoveContact = 1
var(7) = IfElse(MoveHit,7,15)
IgnoreHitPause = 1
Persistent = 1

[State 2530, 変数]
Type = ParentVarSet
Trigger1 = (Anim = 2283)*(MoveHit = [1,2])
var(4) = 1
IgnoreHitPause = 1
Persistent = 1

[State 2530, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)*Root,fvar(26)

;**************************************************
[State 2530, 変数増減]
Type = VarSet
Trigger1 = NumEnemy > 1
var(58) = !EnemyNear,Alive
IgnoreHitPause = 1

[State 2530, 変数増減]
Type = VarAdd
TriggerAll = NumEnemy
TriggerAll = var(59) < 41
Trigger1 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X>=(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))
Trigger2 = (EnemyNear(var(58)),StateNo=[100,119])&&(EnemyNear(var(58)),Vel X<=(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 1+(EnemyNear(var(58)),Time>40)*41
IgnoreHitPause = 1

[State 2530, 変数増減]
Type = VarSet
TriggerAll = NumEnemy
Trigger1 = (EnemyNear(var(58)),StateNo != [100,119])
Trigger2 = (EnemyNear(var(58)),Vel X<(EnemyNear(var(58)),Const(Velocity.Run.Fwd.X)*.85))&&(EnemyNear(var(58)),Vel X>(EnemyNear(var(58)),Const(Velocity.Run.back.X)*.85))
var(59) = 0
IgnoreHitPause = 1

[State 2530, 音]
Type = ParentVarSet
TriggerAll = NumEnemy
TriggerAll = (P2Dist X=[0-(EnemyNear(var(58)),Const(Size.Ground.Front)),70+(EnemyNear(var(58)),Const(Size.Ground.Back))]) && (P2Dist Y=[-5,5-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2282)
Trigger1 = (var(59) = [1,40])
var(7) = 16
IgnoreHitPause = 1
Persistent = 2

[State 2530, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2282)
Trigger1 = (var(59) = [1,40])
MoveType = I

[State 2530, 状態変更]
Type = StateTypeSet
TriggerAll = (Anim = 2282)
Trigger1 = (var(59) != [1,40])
MoveType = A

[State 2530, エフェクト]
Type = Explod
TriggerAll = NumEnemy
TriggerAll = (P2Dist X = [0-(EnemyNear(var(58)),Const(Size.Ground.Front)),70+(EnemyNear(var(58)),Const(Size.Ground.Back))])&&(P2Dist Y=[-5,5-(EnemyNear(var(58)),Const(Size.Head.Pos.Y))])
TriggerAll = (Anim = 2282)
Trigger1 = (var(59) = [1,40])
Anim = 6111
ID = 6110
Pos = 0,0
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 2

;**************************************************
[State 2530, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy
Trigger1 = (MoveContact = 1) && (Enemy(0),Movetype = H)
Trigger1 = (Enemy(0),StateNo != [5100,5150])
Trigger1 = Enemy(0),GetHitvar(ChainID) = 2530
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(0),Pos X - Pos X)*Facing,Ceil(Enemy(0),Pos Y - Pos Y)+(Enemy(0),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

[State 2530, ヒット-ガードエフェクト]
Type = Helper
Trigger1 = NumEnemy > 1
Trigger1 = (MoveContact = 1) && (Enemy(1),Movetype = H)
Trigger1 = (Enemy(1),StateNo != [5100,5150])
Trigger1 = Enemy(1),GetHitvar(ChainID) = 2530
StateNo = 6000
ID = IfElse(MoveHit,6007,6025)
Name = "HitSpark"
Pos = Ceil(Enemy(1),Pos X - Pos X)*Facing,Ceil(Enemy(1),Pos Y - Pos Y)+(Enemy(1),Const(Size.Mid.Pos.Y))
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 10
SuperMoveTime = 100
PauseMoveTime = 100
Size.XScale = 3
Size.YScale = 3

;**************************************************
[State 2530, エフェクト]
Type = Explod
Trigger1 = (var(1) = [1,40])
Anim = 2284
ID = 2284
Pos = 70,0
Scale = 1+(var(1)*.25),1-(var(1)*.025)
SprPriority = 6
OwnPal = 1
IgnoreHitPause = 1

;**************************************************
[State 2530, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2530, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0
IgnoreHitPause = 1

;**************************************************
[State 2530, ヒット定義]
Type = HitDef
Trigger1 = (var(1))*(!MoveContact)
Attr              = A, HP
Damage            = 100,2
GetPower          = 0
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = MA
Priority          = 4,Hit
PauseTime         = 0,10
SparkNo           = -1
Guard.SparkNo     = -1
SparkXY           = 0,0
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 7
Ground.HitTime    = 24
Air.HitTime       = 24
Ground.Velocity   = -10,-6
Air.Velocity      = -10,-6
AirGuard.Velocity = -5,-3
Fall = 1
Fall.Recover = 0
SprPriority = 5
Kill = 0
ID = 2530

;**************************************************
[State 2530, 飛び道具]
Type = Projectile
Trigger1 = (MoveHit = 1)*(P2StateNo = [5000,5099])
Attr              = A, HP
Damage            = 0,0
GetPower          = 0
AnimType          = Hard
PauseTime         = 0,9
Guard.PauseTime   = 0,9
;-----------------------------------
Offset            = 0,0
Velocity          = 0,0
ProjID            = 2001
ProjAnim          = 2285
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 1
ProjHeightBound   = -1000,50
;-----------------------------------
HitFlag           = +MAF
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 23
Air.HitTime       = 23
Ground.Velocity   = -10,-6
Air.Velocity      = -10,-6
AirGuard.Velocity = -5,-3
YAccel = .5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(49*(Root,var(2)/1000.0))
Kill = 0
P2Facing = 1
NumHits = 0
Guard.Dist = 0
P2StateNo = 10055
IgnoreHitPause = 1
Persistent = 1
ID = 2530

;**************************************************
[State 2530, 本体に付く位置]
Type = BindToRoot
Trigger1 = (Anim = [2280,2281])*(Root,Anim = 3070)*(Root,AnimElem = 4,<0)
Time = 1
Pos = 0,0

[State 2530, 相手の位置-1]
Type = TargetBind
Trigger1 = NumTarget
Trigger1 = (Anim = 2283)*(Root,MoveType != H)
Trigger1 = (Root,Anim = 3070)+((Root,Anim = 3071)*(Root,Time < 50))
Time = 1
Pos = 72,0
IgnoreHitPause = 1

[State 2530, 相手ステート変更]
Type = TargetState
TriggerAll = NumEnemy
TriggerAll = NumTarget
TriggerAll = (Anim = 2283)*(Root,MoveType = H)
Trigger1 = (MoveHit)*(Enemy(0),StateNo=10055)
Trigger2 = NumEnemy > 1
Trigger2 = (MoveHit)*(Enemy(1),StateNo=10055)
Value = 10000
ID = 2530

;**************************************************
[State 2530, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(1) > 40)*(Anim = 2282)
Trigger2 = (Anim = [2280,2282])*(Root,Movetype = H)*(Root,StateNo != [150,155])
Trigger3 = (Anim = 2283)*(Root,Anim = 3071)*(Root,Time = 51)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「エンド・ブレイカー」　背景
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2531]
MoveType = A
Physics  = N
Anim     = 2286
SprPriority = 9

[State 2531, アニメ]
Type = ChangeAnim
Trigger1 = (var(1) < 1)*(Time > 0)
Value = 10000

[State 2531, 軸位置]
Type = PosAdd
Trigger1 = 1
X = (ScreenPos X)*-1*Facing-(Facing=-1)*320+160
Y = (ScreenPos Y)*-1+120

[State 2531, 変数]
Type = VarSet
Trigger1 = (Time > 15)*(Root,StateNo!=3071)
var(0) = 1

[State 2531, 変数]
Type = VarAdd
Trigger1 = (Time < 16)+((Time > 15)*(Root,StateNo!=3071))+(Time > 987)
var(1) = 16-(Time>15)*32

[State 2531, 変数]
Type = VarAdd
Trigger1 = Time = [412,431]
var(2) = 3

;**************************************************
[State 2531, 透明度]
Type = Trans
Trigger1 = var(1)=[0,256]
Trans = AddAlpha
Alpha = var(1),256-var(1)

[State 7000, 色]
Type = BGPalFX
Trigger1 = var(1)>0
Mul = -IfElse(var(1)>256,128,var(1)/2)+128,-IfElse(var(1)>256,128,var(1)/2)+128,-IfElse(var(1)>256,128,var(1)/2)+128
Time = 1

[State 2531, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
Flag2 = NoFG

[State 2532, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(2)

;**************************************************
[State 2531, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(1) < -319)*(Time > 0)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「エンド・ブレイカー」　加速エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2532]
Physics  = N
Anim     = 2293+(IsHelper(2534))
SprPriority = 12+(IsHelper(2534))*2

[State 2532, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2534))*(Time = 0)
Trigger2 = (IsHelper(2542))*(Time = 0)
var(0) = -128

[State 2532, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2532))*(Time > 9)
Trigger2 = (IsHelper(2533))*(Time > 3)
Trigger3 = (IsHelper(2534))*(Time > 0)
var(0) = 8

[State 2532, 変数]
Type = VarSet
Trigger1 = (Time=0)*(Root,Time > 99)
Trigger2 = (IsHelper(2542))*(Time = 0)
var(1) = 20+(IsHelper(2542))*40

[State 2532, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2532))*(Time < 10)
fvar(0) = .325

[State 2532, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2532))*(Time < 10)
fvar(1) = .75

[State 2532, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2533))*(Time < 4)
fvar(0) = -(Time=0)*.5+(Time=[1,3])*1.25

[State 2532, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2533))*(Time < 4)
fvar(1) = (Time=0)*1-(Time=[1,3])*.35-(Time>3)*.121875

[State 2532, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2534))
fvar(0) = -.05

[State 2532, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2534))
fvar(1) = -.05

[State 2532, 変数]
Type = VarSet
Trigger1 = (IsHelper(2542))*(Time = 0)
var(2) = 40

[State 2532, 変数]
Type = VarSet
Trigger1 = (IsHelper(2542))*(Time = 0)
var(3) = 190

[State 2532, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2542))*(Time < 4)
fvar(0) = (Time=0)*.5+(Time=[1,3])*.5

[State 2532, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2542))*(Time < 4)
fvar(1) = -(Time=0)*.25+(Time=[1,3])*.25

[State 2532, 移動速度]
Type = VelSet
Trigger1 = (IsHelper(2534))*(Time = 0)
X = 40*Cos(var(1)*(Pi/180.))
Y = -40*Sin(var(1)*(Pi/180.))

[State 2532, 軸位置]
Type = PosAdd
Trigger1 = IsHelper(2542)
X = ((ScreenPos X)*-1*Facing-(Facing=-1)*320)+var(2)
Y = ((ScreenPos Y)*-1)+var(3)

;**************************************************
[State 2532, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 128-var(0),256

[State 2532, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(1)
Scale = 1+fvar(0),1+fvar(1)

[State 2532, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;**************************************************
[State 2532, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (IsHelper(2532))*(Time > 25)
Trigger2 = (IsHelper(2533))*(Time > 19)
Trigger3 = (IsHelper(25343))*(Time > 15)
Trigger4 = (IsHelper(2542))*(Time > 7)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「エンド・ブレイカー」　斬撃エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2533]
Physics  = N
Anim     = 2292-(IsHelper(2536))
SprPriority = 14

[State 2533, アニメ]
Type = ChangeAnim
Trigger1 = IsHelper(2534)*((Time = 2)+(Time = 6))
Value = 2290+(Time=6)*2

[State 2533, 変数]
Type = VarSet
Trigger1 = ((IsHelper(2533))+(IsHelper(2535)))*((Time = 0)+(Time = 2))
var(0) = -(Time=0)*45-(Time=2)*70

[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2533))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*65+(Time=2)*250

[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2533))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*10+(Time=2)*170

[State 2533, 変数増減]
Type = VarAdd
Trigger1 = ((IsHelper(2533))+(IsHelper(2535)))*(Time > 5)
var(3) = 1

[State 2533, 変数]
Type = VarSet
Trigger1 = ((IsHelper(2533))+(IsHelper(2535)))*((Time = 0)+(Time = 2)+(Time = 4))
fvar(0) = (Time=0)+(Time=2)*3+(Time=4)*2

[State 2533, 変数]
Type = VarSet
Trigger1 = ((IsHelper(2533))+(IsHelper(2535)))*((Time = 0)+(Time = 2)+(Time = 4))
fvar(1) = -(Time=0)*.5+(Time=2)*.5

[State 2533, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2533))*(Time > 4)
Trigger2 = (IsHelper(2535))*(Time > 4)
fvar(1) = -.05

;**************************************************
[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2534))*((Time = 0)+(Time = 2)+(Time = 6))
var(0) = (Time=0)*20-(Time=6)*210

[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2534))*((Time = 0)+(Time = 2)+(Time = 4)+(Time = 6))
var(1) = (Time=0)*80+(Time=2)*200+(Time=4)*30+(Time=6)*110

[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2534))*((Time = 0)+(Time = 2)+(Time = 4)+(Time = 6))
var(2) = (Time=0)*90+(Time=2)*130+(Time=4)*70+(Time=6)*130

[State 2533, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2534))*(Time > 7)
var(3) = 1

[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2534))*((Time = 0)+(Time = 2)+(Time = 4)+(Time = 6))
fvar(0) = (Time=0)*.5+(Time=4)*1+(Time=6)*1.5

[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2534))*((Time = 0)+(Time = 2)+(Time = 4)+(Time = 6))
fvar(1) = -(Time=0)*.5+(Time=4)*.75+(Time=6)*.25

[State 2533, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2534))*(Time > 6)
fvar(1) = -.05

;**************************************************
[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2535))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*45+(Time=2)*170

[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2535))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*10+(Time=2)*160

;**************************************************
[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2536))*(Time = 0)
var(0) = -(Time=0)*190

[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2536))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*120+(Time=2)*80

[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2536))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*120+(Time=2)*120

[State 2533, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2536))*(Time > 2)
var(3) = 1

[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2536))*((Time = 0)+(Time = 2))
fvar(0) = (Time=0)*4-(Time=2)*5

[State 2533, 変数]
Type = VarSet
Trigger1 = (IsHelper(2536))*((Time = 0)+(Time = 2))
fvar(1) = -(Time=0)*.5-(Time=2)*.3

;**************************************************
[State 2533, 軸位置]
Type = PosAdd
Trigger1 = 1
X = ((ScreenPos X)*-1*Facing-(Facing=-1)*320)+var(1)
Y = ((ScreenPos Y)*-1)+var(2)

;**************************************************
[State 2533, 透明度]
Type = Trans
Trigger1 = !var(3)
Trans = Add

[State 2533, 透明度]
Type = Trans
Trigger1 = var(3)
Trans = AddAlpha
Alpha = 256-var(3)*21,256

[State 2533, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = 1+fvar(0),1+fvar(1)

[State 2533, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;**************************************************
[State 2533, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2287
ID = 2287
PosType = Left
Pos = 0,0
Scale = 9999,9999
SprPriority = 13
OwnPal = 1
RemoveTime = 4+(IsHelper(2534))*2
IgnoreHitPause = 1

[State 2533, エフェクト]
Type = Explod
Trigger1 = ((IsHelper(2533))+(IsHelper(2535)))*(Time = 4)
Trigger2 = (IsHelper(2534))*(Time = 6)
Anim = 2294
ID = 2294
PosType = Left
Pos = 160,120
Scale = 9999,9999
SprPriority = 10
OwnPal = 1
RemoveTime = 2
IgnoreHitPause = 1

;**************************************************
[State 2533, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(3) > 11

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「エンド・ブレイカー」　高速移動エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2534]
Physics  = N
Anim     = 2289
SprPriority = 14

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2534))*((Time = 0)+(Time = 2)+(Time=4))
var(0) = (Time=0)*115+(Time=2)*75+(Time=4)*60

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2534))*((Time = 0)+(Time = 2)+(Time = 4))
var(1) = (Time=0)*50+(Time=2)*35+(Time=4)*55

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2534))*((Time = 0)+(Time = 2)+(Time = 4))
var(2) = (Time=0)*240+(Time=2)*110+(Time=4)*20

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2534))*((Time = 0)+(Time = 2)+(Time = 4))
fvar(0) = (Time=0)*1+(Time=2)*1.25+(Time=4)*1.5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2534))*((Time = 0)+(Time = 2)+(Time = 4))
fvar(1) = -(Time=0)*.5-(Time=2)*.3-(Time=4)*.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2534))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2535))*((Time = 0)+(Time = 2)+(Time=4))
var(0) = -(Time=0)*30-(Time=2)*45-(Time=4)*130

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2535))*((Time = 0)+(Time = 2)+(Time = 4))
var(1) = (Time=0)*120+(Time=2)*130+(Time=4)*150

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2535))*((Time = 0)+(Time = 2)+(Time = 4))
var(2) = -(Time=0)*30-(Time=2)*30-(Time=4)*20

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2535))*((Time = 0)+(Time = 2)+(Time = 4))
fvar(0) = -.5+(Time=4)*1.5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2535))*((Time = 0)+(Time = 2)+(Time = 4))
fvar(1) = (Time=0)*1+(Time=2)*2-(Time=4)*.5

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2536))*((Time = 0)+(Time = 2)+(Time=4))
var(0) = -(Time=0)*130-(Time=2)*150-(Time=4)*215

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2536))*((Time = 0)+(Time = 2)+(Time = 4))
var(1) = (Time=0)*320+(Time=2)*220+(Time=4)*10

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2536))*((Time = 0)+(Time = 2)+(Time = 4))
var(2) = -(Time=0)*50+(Time=2)*50+(Time=4)*40

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2536))*((Time = 0)+(Time = 2)+(Time = 4))
fvar(0) = (Time=0)*1.25+(Time=2)*2+(Time=4)*1.75

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2536))*(Time = 0)
fvar(1) = -.5

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2537))*((Time = 0)+(Time = 2)+(Time=4))
var(0) = -(Time=0)*190-(Time=2)*205-(Time=4)*240

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2537))*((Time = 0)+(Time = 2)+(Time = 4))
var(1) = (Time=0)*280+(Time=2)*170+(Time=4)*30

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2537))*((Time = 0)+(Time = 2)+(Time = 4))
var(2) = (Time=0)*240+(Time=2)*210+(Time=4)*210

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2537))*((Time = 0)+(Time = 2)+(Time = 4))
fvar(0) = (Time=0)*1.25+(Time=2)*2+(Time=4)*2.5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2537))*(Time = 0)
fvar(1) = -.5

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2538))*((Time = 0)+(Time = 2))
var(0) = -(Time=0)*210-(Time=2)*220

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2538))*(Time = 0)
var(1) = (Time=0)*110

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2538))*(Time = 0)
var(2) = (Time=0)*180

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2538))*((Time = 0)+(Time = 2))
fvar(0) = (Time=0)*2+(Time=2)*3

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2538))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2538))*(Time > 2)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2539))*((Time = 0)+(Time = 2))
var(0) = -(Time=0)*130-(Time=2)*135

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2539))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*350+(Time=2)*310

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2539))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*110+(Time=2)*160

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2539))*((Time = 0)+(Time = 2))
fvar(0) = (Time=0)*2+(Time=2)*3

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2539))*(Time = 0)
fvar(1) = -.75

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2539))*(Time > 2)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2540))*((Time = 0)+(Time = 2))
var(0) = (Time=0)*35+(Time=2)*25

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2540))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*40+(Time=2)*80

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2540))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*200+(Time=2)*170

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2540))*((Time = 0)+(Time = 2))
fvar(0) = (Time=0)*2+(Time=2)*3

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2540))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2540))*(Time > 2)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2541))*((Time = 0)+(Time = 2))
var(0) = -(Time=0)*220-(Time=2)*240

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2541))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*100-(Time=2)*60

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2541))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*230+(Time=2)*40

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2541))*((Time = 0)+(Time = 2))
fvar(0) = (Time=0)*2+(Time=2)*3

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2541))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2541))*(Time > 0)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2542))*((Time = 0)+(Time = 2))
var(0) = -(Time=0)*15-(Time=2)*30

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2542))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*140+(Time=2)*240

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2542))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*50+(Time=2)*110

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2542))*((Time = 0)+(Time = 2))
fvar(0) = (Time=0)*2+(Time=2)*3

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2542))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2542))*(Time > 2)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2543))*((Time = 0)+(Time = 4))
var(0) = -(Time=0)*170-(Time=4)*170

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2543))*((Time = 0)+(Time = 4))
var(1) = (Time=0)*240+(Time=4)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2543))*((Time = 0)+(Time = 4))
var(2) = (Time=0)*120+(Time=4)*140

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2543))*((Time = 0)+(Time = 4))
fvar(0) = (Time=0)*4+(Time=4)*5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2543))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2543))*(Time > 4)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2544))*((Time = 0)+(Time = 4))
var(0) = -(Time=0)*10-(Time=4)*10

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2544))*((Time = 0)+(Time = 4))
var(1) = (Time=0)*240+(Time=4)*350

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2544))*((Time = 0)+(Time = 4))
var(2) = (Time=0)*120+(Time=4)*140

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2544))*((Time = 0)+(Time = 4))
fvar(0) = (Time=0)*4+(Time=4)*5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2544))*(Time = 0)
fvar(1) = 0

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2544))*(Time > 4)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2550))*(Time = 0)
var(0) = -(Time=0)*35

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2550))*((Time = 0)+(Time = 4))
var(1) = (Time=0)*180+(Time=4)*440

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2550))*((Time = 0)+(Time = 4))
var(2) = (Time=0)*70+(Time=4)*250

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2550))*(Time = 0)
fvar(0) = (Time=0)*3

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2550))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2550))*(Time > 4)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2551))*(Time = 0)
var(0) = -200

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2551))*((Time = 0)+(Time = 4))
var(1) = (Time=0)*360+(Time=4)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2551))*((Time = 0)+(Time = 4))
var(2) = (Time=0)*280+(Time=4)*190

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2551))*(Time = 0)
fvar(0) = 3

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2551))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2551))*(Time > 4)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2552))*((Time = 0)+(Time = 2))
var(0) = -(Time=0)*80-(Time=2)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2552))*((Time = 0)+(Time = 2)+(Time = 4))
var(1) = (Time=0)*210+(Time=2)*270+(Time=4)*230

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2552))*((Time = 0)+(Time = 2)+(Time = 4))
var(2) = -(Time=0)*240+(Time=2)*10+(Time=4)*300

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2552))*((Time = 0)+(Time = 2)+(Time = 4))
fvar(0) = (Time=0)*2+(Time=2)*3+(Time=4)*1.5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2552))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2552))*(Time > 4)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2553))*((Time = 0)+(Time = 2))
var(0) = (Time=0)*90+(Time=2)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2553))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*50+(Time=2)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2553))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*300+(Time=2)*480

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2553))*(Time = 0)
fvar(0) = (Time=0)*2

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2553))*(Time = 0)
fvar(1) = -.2

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2553))*(Time > 2)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2554))*((Time = 0)+(Time = 2))
var(0) = (Time=0)*60+(Time=2)*65

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2554))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*70-(Time=2)*10

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2554))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*300+(Time=2)*450

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2554))*(Time = 0)
fvar(0) = (Time=0)*2

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2554))*(Time = 0)
fvar(1) = -.2

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2554))*(Time > 2)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2555))*((Time = 0)+(Time = 2)+(Time = 4))
var(0) = -(Time=0)*100-(Time=2)*100-(Time=4)*95

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2555))*((Time = 0)+(Time = 2)+(Time = 4))
var(1) = (Time=0)*160+(Time=2)*200+(Time=4)*220

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2555))*((Time = 0)+(Time = 2)+(Time = 4))
var(2) = (Time=0)*300+(Time=2)*50-(Time=4)*150

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2555))*(Time = 0)
fvar(0) = (Time=0)*2

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2555))*(Time = 0)
fvar(1) = -.75

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2555))*(Time > 2)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2556))*(Time = 0)
var(0) = -130

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2556))*(Time = 0)
var(1) = 320

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2556))*(Time = 0)
var(2) = 260

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2556))*(Time = 0)
fvar(0) = -.25

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2556))*(Time = 0)
fvar(1) = 2

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2556))*(Time > 1)
var(3) = 6

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2557))*((Time = 0)+(Time = 4))
var(0) = -(Time=0)*210-(Time=4)*220

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2557))*((Time = 0)+(Time = 4))
var(1) = (Time=0)*200-(Time=4)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2557))*((Time = 0)+(Time = 4))
var(2) = (Time=0)*220+(Time=4)*30

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2557))*(Time = 0)
fvar(0) = 2

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2557))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2557))*(Time > 6)
var(3) = 6

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2558))*((Time = 0)+(Time = 2))
var(0) = -(Time=0)*65-(Time=2)*55

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2558))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*100+(Time=2)*30

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2558))*((Time = 0)+(Time = 2))
var(2) = -(Time=0)*50-(Time=2)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2558))*(Time = 0)
fvar(0) = 1.5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2558))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2558))*(Time > 3)
var(3) = 6

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2559))*((Time = 0)+(Time = 2))
var(0) = (Time=0)*10+(Time=2)*30

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2559))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*80+(Time=2)*50

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2559))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*0+(Time=2)*10

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2559))*(Time = 0)
fvar(0) = -.5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2559))*((Time = 0)+(Time = 2))
fvar(1) = (Time=2)*.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2559))*(Time > 3)
var(3) = 6

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2560))*((Time = 0)+(Time = 2))
var(0) = (Time=0)*120+(Time=2)*155

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2560))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*10+(Time=2)*120

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2560))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*90+(Time=2)*220

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2560))*((Time = 0)+(Time = 2))
fvar(0) = (Time=0)+(Time=2)*.25

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2560))*((Time = 0)+(Time = 2))
fvar(1) = -(Time=0)*.25-(Time=2)*.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2560))*(Time > 3)
var(3) = 6

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2561))*((Time = 0)+(Time = 2))
var(0) = -(Time=0)*130-(Time=2)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2561))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*170+(Time=2)*290

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2561))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*270-(Time=2)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2561))*(Time = 0)
fvar(0) = 1

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2561))*((Time = 0)+(Time = 2))
fvar(1) = -.25-(Time=2)*.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2561))*(Time > 3)
var(3) = 6

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2562))*((Time = 0)+(Time = 2))
var(0) = -(Time=0)*125-(Time=2)*200

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2562))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*200-(Time=2)*30

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2562))*((Time = 0)+(Time = 2))
var(2) = -(Time=0)*0+(Time=2)*50

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2562))*((Time = 0)+(Time = 2))
fvar(0) = .5+(Time=2)*.75

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2562))*(Time = 0)
fvar(1) = -.75

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2562))*(Time > 3)
var(3) = 6

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2570))*((Time = 0)+(Time = 4))
var(0) = -(Time=0)*30-(Time=4)*210

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2570))*((Time = 0)+(Time = 4))
var(1) = (Time=0)*280+(Time=4)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2570))*((Time = 0)+(Time = 4))
var(2) = (Time=0)*100+(Time=4)*150

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2570))*((Time = 0)+(Time = 4))
fvar(0) = 2+(Time=4)*.5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2570))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2570))*(Time > 7)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2571))*((Time = 0)+(Time = 2))
var(0) = -(Time=0)*70-(Time=2)*60

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2571))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*220-(Time=2)*10

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2571))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*320-(Time=2)*150

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2571))*((Time = 0)+(Time = 2))
fvar(0) = 2+(Time=2)*.5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2571))*(Time = 0)
fvar(1) = -.75

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2571))*(Time > 4)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2572))*((Time = 0)+(Time = 2))
var(0) = (Time=0)*90+(Time=2)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2572))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*50+(Time=2)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2572))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*250+(Time=2)*430

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2572))*(Time = 0)
fvar(0) = (Time=0)*2

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2572))*(Time = 0)
fvar(1) = -.2

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2572))*(Time > 3)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2573))*((Time = 0)+(Time = 2)+(Time = 4))
var(0) = -(Time=0)*100-(Time=2)*100-(Time=4)*80

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2573))*((Time = 0)+(Time = 2)+(Time = 4))
var(1) = (Time=0)*210+(Time=2)*250+(Time=4)*200

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2573))*((Time = 0)+(Time = 2)+(Time = 4))
var(2) = (Time=0)*250+(Time=2)*0-(Time=4)*180

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2573))*((Time = 0)+(Time = 2))
fvar(0) = (Time=0)*3+(Time=2)*2

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2573))*(Time = 0)
fvar(1) = 0

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2573))*(Time > 6)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2574))*((Time = 0)+(Time = 2))
var(0) = -(Time=0)*190-(Time=2)*190

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2574))*((Time = 0)+(Time = 2))
var(1) = (Time=0)*380+(Time=2)*0

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2574))*((Time = 0)+(Time = 2))
var(2) = (Time=0)*160+(Time=2)*100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2574))*((Time = 0)+(Time = 2))
fvar(0) = (Time=0)*3+(Time=2)*2

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2574))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2574))*(Time > 4)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2575))*(Time = 0)
var(0) = -200

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2575))*(Time = 0)
var(1) = 200

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2575))*(Time = 0)
var(2) = 200

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2575))*(Time = 0)
fvar(0) = 3

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2575))*(Time = 0)
fvar(1) = -.25

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2575))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2576))*(Time = 0)
var(0) = -190

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2576))*(Time = 0)
var(1) = -50

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2576))*(Time = 0)
var(2) = 70

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2576))*(Time = 0)
fvar(0) = 2

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2576))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2576))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2577))*(Time = 0)
var(0) = 5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2577))*(Time = 0)
var(1) = 200

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2577))*(Time = 0)
var(2) = 30

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2577))*(Time = 0)
fvar(0) = 2

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2577))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2577))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2578))*(Time = 0)
var(0) = -140

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2578))*(Time = 0)
var(1) = 300

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2578))*(Time = 0)
var(2) = 220

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2578))*(Time = 0)
fvar(0) = 0

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2578))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2578))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2579))*(Time = 0)
var(0) = -90

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2579))*(Time = 0)
var(1) = 240

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2579))*(Time = 0)
var(2) = -10

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2579))*(Time = 0)
fvar(0) = 2

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2579))*(Time = 0)
fvar(1) = -.25

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2579))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2580))*(Time = 0)
var(0) = -200

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2580))*(Time = 0)
var(1) = 80

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2580))*(Time = 0)
var(2) = 240

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2580))*(Time = 0)
fvar(0) = 2

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2580))*(Time = 0)
fvar(1) = -.25

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2580))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2581))*(Time = 0)
var(0) = 40

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2581))*(Time = 0)
var(1) = 30

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2581))*(Time = 0)
var(2) = 30

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2581))*(Time = 0)
fvar(0) = 0

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2581))*(Time = 0)
fvar(1) = 0

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2581))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2582))*(Time = 0)
var(0) = -70

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2582))*(Time = 0)
var(1) = 180

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2582))*(Time = 0)
var(2) = 240

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2582))*(Time = 0)
fvar(0) = 1

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2582))*(Time = 0)
fvar(1) = -.75

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2582))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2583))*(Time = 0)
var(0) = 110

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2583))*(Time = 0)
var(1) = 80

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2583))*(Time = 0)
var(2) = 240

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2583))*(Time = 0)
fvar(0) = 3

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2583))*(Time = 0)
fvar(1) = 0

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2583))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2584))*(Time = 0)
var(0) = 45

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2584))*(Time = 0)
var(1) = 300

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2584))*(Time = 0)
var(2) = 0

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2584))*(Time = 0)
fvar(0) = -3.5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2584))*(Time = 0)
fvar(1) = -1.25

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2584))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2585))*(Time = 0)
var(0) = -165

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2585))*(Time = 0)
var(1) = 50

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2585))*(Time = 0)
var(2) = 270

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2585))*(Time = 0)
fvar(0) = 1

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2585))*(Time = 0)
fvar(1) = 0

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2585))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2586))*(Time = 0)
var(0) = 45

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2586))*(Time = 0)
var(1) = 400

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2586))*(Time = 0)
var(2) = -100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2586))*(Time = 0)
fvar(0) = -3.5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2586))*(Time = 0)
fvar(1) = -1.25

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2586))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2587))*(Time = 0)
var(0) = 80

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2587))*(Time = 0)
var(1) = 290

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2587))*(Time = 0)
var(2) = 0

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2587))*(Time = 0)
fvar(0) = 3

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2587))*(Time = 0)
fvar(1) = -2

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2587))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2588))*(Time = 0)
var(0) = 120

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2588))*(Time = 0)
var(1) = 80

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2588))*(Time = 0)
var(2) = 280

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2588))*(Time = 0)
fvar(0) = -3.5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2588))*(Time = 0)
fvar(1) = -.25

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2588))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2589))*(Time = 0)
var(0) = 70

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2589))*(Time = 0)
var(1) = 180

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2589))*(Time = 0)
var(2) = 350

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2589))*(Time = 0)
fvar(0) = 3

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2589))*(Time = 0)
fvar(1) = -1.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2589))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2590))*(Time = 0)
var(0) = 150

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2590))*(Time = 0)
var(1) = -20

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2590))*(Time = 0)
var(2) = 70

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2590))*(Time = 0)
fvar(0) = 1

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2590))*(Time = 0)
fvar(1) = -.5

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2590))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2591))*(Time = 0)
var(0) = -30

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2591))*(Time = 0)
var(1) = 200

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2591))*(Time = 0)
var(2) = 100

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2591))*(Time = 0)
fvar(0) = 0

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2591))*(Time = 0)
fvar(1) = -.75

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2591))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2592))*(Time = 0)
var(0) = 170

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2592))*(Time = 0)
var(1) = 170

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2592))*(Time = 0)
var(2) = 150

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2592))*(Time = 0)
fvar(0) = .5

[State 2534, 変数]
Type = VarSet
Trigger1 = (IsHelper(2592))*(Time = 0)
fvar(1) = -.75

[State 2534, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(2592))*(Time > 1)
var(3) = 1

;**************************************************
[State 2534, 変数増減]
Type = VarSet
TriggerAll = Time = 0
Trigger1 = (IsHelper(2570))+(IsHelper(2571))+(IsHelper(2572))+(IsHelper(2573))+(IsHelper(2574))
Trigger2 = (IsHelper(2575))+(IsHelper(2576))+(IsHelper(2577))+(IsHelper(2578))+(IsHelper(2579))
Trigger3 = (IsHelper(2580))+(IsHelper(2581))+(IsHelper(2582))+(IsHelper(2583))+(IsHelper(2584))
Trigger4 = (IsHelper(2585))+(IsHelper(2586))+(IsHelper(2587))+(IsHelper(2588))+(IsHelper(2589))
Trigger5 = (IsHelper(2590))+(IsHelper(2591))+(IsHelper(2592))
var(4) = 1

[State 2534, アニメ]
Type = ChangeAnim
TriggerAll = Time = 0
Trigger1 = (IsHelper(2544))+(IsHelper(2550))+(IsHelper(2552))+(IsHelper(2553))+(IsHelper(2554))
Trigger2 = (IsHelper(2555))+(IsHelper(2557))+(IsHelper(2558))+(IsHelper(2560))+(IsHelper(2561))
Trigger3 = (IsHelper(2571))+(IsHelper(2574))+(IsHelper(2576))+(IsHelper(2577))+(IsHelper(2582))
Trigger4 = (IsHelper(2585))+(IsHelper(2591))
Value = 2288

[State 2534, 軸位置]
Type = PosAdd
Trigger1 = 1
X = ((ScreenPos X)*-1*Facing-(Facing=-1)*320)+var(1)
Y = ((ScreenPos Y)*-1)+var(2)

;**************************************************
[State 2534, 透明度]
Type = Trans
Trigger1 = (!var(3))*(!var(4))
Trans = Add

[State 2534, 透明度]
Type = Trans
Trigger1 = (var(3))*(!var(4))
Trans = AddAlpha
Alpha = 256-var(3)*42,256

[State 2534, 透明度]
Type = Trans
Trigger1 = var(4)
Trans = Sub

[State 2534, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = 1+fvar(0),1+fvar(1)

[State 2534, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;**************************************************
[State 2534, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(3) > 5
Trigger2 = ((IsHelper(2535))+(IsHelper(2536))+(IsHelper(2537)))*(Time > 5)
Trigger3 = (var(4))*(var(3))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「エンド・ブレイカー」　追撃エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2535]
Physics  = N
Anim     = 2004
SprPriority = 13

[State 2535, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 34,-68

[State 2535, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2535, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2535, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = 60

;**************************************************
[State 2535, ヘルパーを消す]
Type = DestroySelf
Trigger1 = AnimTime = 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「エンド・ブレイカー」　ラストレーザー
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2536]
MoveType = A
Physics  = N
Anim     = 2046
SprPriority = 13

[State 2536, 変数]
Type = VarAdd
Trigger1 = (Time= 0)*(IsHelper(2536))
fvar(3) = (150+(30-Random/16.65))*(Pi/180.)

[State 2536, 変数]
Type = ParentVarAdd
Trigger1 = IsHelper(2537)
Trigger1 = (P2Dist X = [-100,100])*(P2Dist Y = [-100,100])
var(6) = 1
Persistent = 0

[State 2536, 変数]
Type = VarSet
Trigger1 = NumEnemy
Trigger1 = (Time= 0)*(IsHelper(2537))
fvar(10) = (Enemy(0),Pos X-Pos X)*facing

[State 2536, 変数]
Type = VarSet
Trigger1 = NumEnemy
Trigger1 = (Time= 0)*(IsHelper(2537))
fvar(11) = (Enemy(0),Pos Y-Pos Y)

[State 2536, 変数]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = (Enemy(0),StateNo != 10056)*(Enemy(1),StateNo = 10056)
Trigger1 = (Time= 0)*(IsHelper(2537))
fvar(10) = (Enemy(1),Pos X-Pos X)*facing

[State 2536, 変数]
Type = VarSet
Trigger1 = NumEnemy > 1
Trigger1 = (Enemy(0),StateNo != 10056)*(Enemy(1),StateNo = 10056)
Trigger1 = (Time= 0)*(IsHelper(2537))
fvar(11) = (Enemy(1),Pos Y-Pos Y)

;**************************************************
[State 2110, 変数]
Type = VarSet
Trigger1 = (Time= 0)*(IsHelper(2537))
fvar(0) = IfElse((fvar(10)=[0,1]),1,IfElse((fvar(10)=[-1,0]),-1,fvar(10)))

[State 2110, 変数]
Type = VarSet
Trigger1 = (Time = 0)*(IsHelper(2537))
fvar(2) = IfElse((fvar(11)=[0,1]),1,IfElse((fvar(11)=[-1,0]),-1,fvar(11)))

[State 2110, 変数]
Type = VarSet
Trigger1 = (Time = 0)*(IsHelper(2537))
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 2110, 変数]
Type = VarAdd
Trigger1 = (Time = 0)*(IsHelper(2537))
fvar(3) = (5-Random/99.9)*(Pi/180.)

;**************************************************
[State 2536, 移動速度]
Type = VelSet
Trigger1 = (Time = 0)*(IsHelper(2536))
X = 30*Cos(fvar(3))
Y = -30*Sin(fvar(3))

[State 2536, 移動速度]
Type = VelSet
Trigger1 = (Time = 0)*(IsHelper(2537))
X = 50*Cos(fvar(3))
Y = -50*Sin(fvar(3))

;**************************************************
[State 2536, エフェクト]
Type = Explod
Trigger1 = (Time = 0)*(IsHelper(2536))
Anim = 2045
ID = 2045
Pos = Floor(-30*Cos(fvar(3))),Floor(30*Sin(fvar(3)))
Scale = .5,.5
Ownpal = 1
SprPriority = 14
Persistent = 1

;**************************************************
[State 2536, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2536, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2536, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

[State 2536, 角度]
Type = AngleSet
Trigger1 = (Vel X != 0)*(!var(0))
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)

[State 2536, 角度]
Type = AngleSet
Trigger1 = (Vel X = 0)*(!var(0))
Value = IfElse(Vel Y<0,90,-90)

[State 2536, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(2536)
Scale = 1+Time*.1,1

[State 2536, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(2537)
Scale = 3+Time*.1,1-Time*.05

;**************************************************
[State 2536, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (IsHelper(2536))
Trigger1 = ((Vel X > 0)*(FrontEdgeBodyDist < -50))+((Vel X <0)*(BackEdgeBodyDist < -50))
Trigger2 = (IsHelper(2536))
Trigger2 = ((Vel Y > 0)*(ScreenPos Y > 310))+((Vel Y < 0)*(ScreenPos Y < -100))
Trigger3 = (Time > 19)*(IsHelper(2537))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「エンド・ブレイカー」　ラスト爆発中心
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2537]
Physics  = N
Anim     = 2040
SprPriority = 13

[State 2537, アニメ]
Type = ChangeAnim
Trigger1 = (Time = 25)
Value = 2042

[State 2537, 変数]
Type = VarAdd
Trigger1 = Time = 0
var(0) = Random%359

[State 2537, 変数増減]
Type = VarAdd
Trigger1 = Time = [0,24]
fvar(0) = -.16+(Time=0)*4.16

[State 2537, 変数増減]
Type = VarAdd
Trigger1 = Time > 34
fvar(1) = -.002+(fvar(1)<-.05)*.001

[State 2537, 変数増減]
Type = VarAdd
Trigger1 = Time > 24
fvar(0) = .08+fvar(1)

[State 2537, 変数増減]
Type = VarAdd
Trigger1 = Time = [24,34]
fvar(2) = -.1+(Time=25)*1.2+(Time=34)*.1

[State 2537, 変数増減]
Type = VarAdd
Trigger1 = Time > 24
fvar(3) = .15*fvar(2)

;**************************************************
[State 2537, 変数]
Type = ParentVarSet
Trigger1 = (Time = 0)+(Time = 24)
var(8) = 2105+(Time=24)
IgnoreHitPause = 1
Persistent = 1

[State 2537, 攻撃力]
Type = AttackMulSet
Trigger1 = 1
Value = IfElse(Root,fvar(39)<=1,.01,Root,fvar(39)/100.0)

;**************************************************
[State 2537, 透明度]
Type = Trans
Trigger1 = Time < 15
Trans = AddAlpha
Alpha = 16+Time*16,256

[State 2537, 透明度]
Type = Trans
Trigger1 = Time > 14
Trans = Add

[State 2537, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 2537, ガードにさせない]
Type = AttackDist
Trigger1 = Root,var(58) > 0
Value = 0

;**************************************************
[State 2537, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = fvar(0),fvar(0)

;**************************************************
[State 2537, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 2,0
Ownpal = 1
SprPriority = 13
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2537, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 2*Cos(.25*Pi),-2*Sin(.25*Pi)
Ownpal = 1
SprPriority = 13
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2537, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 0,-2
Ownpal = 1
SprPriority = 13
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2537, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 2*Cos(.75*Pi),-2*Sin(.75*Pi)
Ownpal = 1
SprPriority = 13
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2537, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = -2,0
Ownpal = 1
SprPriority = 13
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2537, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 2*Cos(-.25*Pi),-2*Sin(-.25*Pi)
Ownpal = 1
SprPriority = 13
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2537, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 0,2
Ownpal = 1
SprPriority = 13
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2537, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2042
ID = 2042
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Vel = 2*Cos(-.75*Pi),-2*Sin(-.75*Pi)
Ownpal = 1
SprPriority = 13
RemoveTime = 85
IgnoreHitPause = 1
Persistent = 1

[State 2537, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2043
ID = 2043
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Ownpal = 1
SprPriority = 12
IgnoreHitPause = 1
Persistent = 1

[State 2537, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2043
ID = 20431
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Ownpal = 1
SprPriority = 12
IgnoreHitPause = 1
Persistent = 1

[State 2537, エフェクト]
Type = Explod
Trigger1 = Time = 25
Anim = 2044
ID = 2044
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 12
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 2537, 音]
Type = PlaySnd
Trigger1 = Time = 25
Value = s10,22

[State 2537, 音]
Type = PlaySnd
Trigger1 = Time = 25
Value = s10,29

;**************************************************
[State 2537, エフェクト]
Type = Helper
Trigger1 = Time = 0
StateNo = 2538
ID = 2538
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 2
Size.YScale = 2

;**************************************************
[State 2537, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2042)
ID = 2042
Scale = fvar(0),fvar(0)
IgnoreHitPause = 1

[State 2537, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2043)
ID = 2043
Scale = .1+(Time*.1-2.5),.1+(Time*.1-2.5)
IgnoreHitPause = 1

[State 2537, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(20431)
ID = 20431
Scale = .2+(Time*.2-5),.2+(Time*.2-5)
IgnoreHitPause = 1

[State 2537, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2044)
ID = 2044
Scale = fvar(3),fvar(3)
IgnoreHitPause = 1

;**************************************************
[State 2537, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 109

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　「エンド・ブレイカー」　ラスト爆発エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 2538]
Physics = N
Anim    = 2041
SprPriority = 12

[State 2538, エフェクト]
Type = Helper
Trigger1 = IsHelper(2538)*(Time = 0)
StateNo = 2538
ID = 2539
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1

[State 2538, エフェクト]
Type = Helper
Trigger1 = IsHelper(2538)*(Time = 0)
StateNo = 2538
ID = 2539
Name = "Effect"
Pos = 0,0
PosType = P1
Ownpal = 1

[State 2538, 透明度]
Type = Trans
Trigger1 = Time < 15
Trans = AddAlpha
Alpha = 16+Time*16,256

[State 2538, 透明度]
Type = Trans
Trigger1 = Time > 14
Trans = Add

[State 2538, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 2538, 変数増減]
Type = VarSet
Trigger1 = Time = 0
var(0) = Random%2

[State 2538, 変数増減]
Type = VarSet
Trigger1 = Time = 0
var(1) = 2+Random%3

[State 2538, 変数増減]
Type = VarSet
Trigger1 = Time = 0
var(2) = Random%2

[State 2538, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = (.8+Random/499.5)*(Pi/180.)

[State 2538, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = (.8+Random/499.5)*(Pi/180.)

[State 2538, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
fvar(0) = (5-var(0)*10)*(Pi/180.)

[State 2538, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
fvar(1) = (5-var(0)*10)*(Pi/180.)

[State 2538, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(2) = -.02+(Time=0)*1.02

;**************************************************
[State 2538, 角度]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 2538, 角度加算]
Type = AngleAdd
Trigger1 = 1
Value = var(1)*IfElse(var(2),1,-1)

[State 2538, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .75*Cos(fvar(0))*fvar(2),.75*Sin(fvar(1))*fvar(2)

;**************************************************
[State 2538, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 24

;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　システムエフェクトなど
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ヒット-ガードエフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6000]
Physics  = N
Anim     = 10000
SprPriority = 13

[State 6000, アニメ]
Type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = IsHelper(6005)||IsHelper(6006)||IsHelper(6007)
Value = 6005+(IsHelper(6006))+(IsHelper(6007))*2

;**************************************************
[State 6000, エフェクト]
Type = Explod
Trigger1 = IsHelper(6000)||IsHelper(6001)||IsHelper(6002)||IsHelper(6003)||IsHelper(6010)||IsHelper(6011)
Trigger1 = Time = 0
Anim = 6000+(IsHelper(6001))+(IsHelper(6002))+(IsHelper(6003))*2+(IsHelper(6010))*10+(IsHelper(6011))*11
ID = 6000
Pos = 0,0
Scale = 1,1
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 13
SuperMove = 1
PauseMoveTime = -1

[State 6000, エフェクト]
Type = Explod
Trigger1 = IsHelper(6002)||IsHelper(6003)||IsHelper(6007)
Trigger1 = Time = 0
Anim = 6055
ID = 6055
Pos = 0,0
Scale = .75,.75
Ownpal = 1
SprPriority = 13
SuperMove = 1
PauseMoveTime = -1

[State 6000, エフェクト]
Type = Explod
Trigger1 = IsHelper(6001)||IsHelper(6002)||IsHelper(6003)||IsHelper(6006)||IsHelper(6007)
Trigger1 = Time = 0
Anim = 6030
ID = 6030
Pos = 0,0
Scale = .75,.75
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 13
SuperMove = 1
PauseMoveTime = -1

[State 6000, エフェクト]
Type = Explod
Trigger1 = IsHelper(6010)||IsHelper(6011)
Trigger1 = Time = 0
Anim = 6031
ID = 6031
Pos = 0,0
Scale = .75,.75
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 13
SuperMove = 1
PauseMoveTime = -1

[State 6000, エフェクト]
Type = Explod
Trigger1 = IsHelper(6011)
Trigger1 = Time = 0
Anim = 6033
ID = 6033
Pos = 0,0
Scale = .5,.5
Ownpal = 1
SprPriority = 13
SuperMove = 1
PauseMoveTime = -1

[State 6000, エフェクト]
Type = Explod
Trigger1 = IsHelper(6025)
Trigger1 = Time = 0
Anim = 6025
ID = 6025
Pos = 0,0
Scale = 1,1
Facing = -1
Ownpal = 1
SprPriority = 13
SuperMove = 1
PauseMoveTime = -1

;**************************************************
[State 6000, 透明度]
Type = Trans
Trigger1 = (Anim != 10000)
Trans = Add

[State 6000, 特殊効果]
Type = AssertSpecial
Trigger1 = (Anim != 10000)
Flag = Noshadow

[State 6000, 角度]
Type = AngleSet
Trigger1 = (Time = 0) && (Anim = [6005,6007])
Value = Random%359

[State 6000, 角度を有効]
Type = AngleDraw
Trigger1 = 1

;**************************************************
[State 6000, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (Anim = 10000) && (Time > 0)
Trigger2 = (Anim = [6005,6007]) && (AnimTime = 0)
Trigger3 = (Anim != [6005,6007]) && (Time > 11)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　斬撃　月エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6010]
Physics  = N
Anim     = 2000+(IsHelper(6011))*6
SprPriority = 8

[State 6010, 変数]
Type = VarSet
Trigger1 = Root,MoveType != A||Root,StateNo = 600
var(0) = 1

;**************************************************
[State 6010, 本体に付く位置]
Type = BindToRoot
Trigger1 = !var(0)
Time = 1
Pos = -(IsHelper(6011))*10,-47+(IsHelper(6011))*14

[State 6010, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6010, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6010, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 1+Time*.01,1+Time*.01

;**************************************************
[State 6010, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (AnimTime = 0) || (Root,StateNo = [1000,3999])
Trigger2 = Root,MoveType = H

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　立ち→打撃　小エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6011]
Physics  = N
Anim     = 2001
SprPriority = 8

[State 6011, 変数増減]
Type = VarAdd
Trigger1 = var(0)
Trigger2 = (Root,Anim = 206) && (Root,AnimElem = 5)
Trigger3 = (Root,Anim = 410) && (Root,AnimElem = 3,=1)
Trigger4 = (Root,Anim = [610,620]) && (Root,AnimElem = 5,=1)
var(0) = 1

[State 6011, エフェクト]
Type = Helper
Trigger1 = var(0) = 1
StateNo = 6012
ID = 6012
Name = "Effect"
Pos = 0,0
Size.XScale = 1
Size.YScale = 1

;**************************************************
[State 6011, 変数]
Type = VarSet
TriggerAll = IsHelper(6011)
Trigger1 = Time = 0
Trigger2 = (Root,Anim = 206) && (Root,AnimElem = 3)
Trigger3 = (Root,Anim = 206) && (Root,AnimElem = 4)
var(1) = -(Time=0)*24-(Root,AnimElem=3)*7+(Root,AnimElem=4)*60

[State 6011, 変数]
Type = VarSet
TriggerAll = IsHelper(6011)
Trigger1 = Time = 0
Trigger2 = (Root,Anim = 206) && (Root,AnimElem = 3)
Trigger3 = (Root,Anim = 206) && (Root,AnimElem = 4)
var(2) = -(Time=0)*57-(Root,AnimElem=3)*31-(Root,AnimElem=4)*53

[State 6011, 変数]
Type = VarSet
TriggerAll = IsHelper(6012)
Trigger1 = Time = 0
Trigger2 = (Root,Anim = 410) && (Root,AnimElem = 3)
var(1) = -(Time=0)*22+(Root,AnimElem=3)*75

[State 6011, 変数]
Type = VarSet
TriggerAll = IsHelper(6012)
Trigger1 = Time = 0
Trigger2 = (Root,Anim = 410) && (Root,AnimElem = 3)
var(2) = -(Time=0)*33-(Root,AnimElem=3)*27

[State 6011, 変数]
Type = VarSet
TriggerAll = IsHelper(6013)
Trigger1 = Time = 0
Trigger2 = (Root,Anim = 610) && (Root,AnimElem = 3)
Trigger3 = (Root,Anim = 610) && (Root,AnimElem = 4)
Trigger4 = (Root,Anim = 610) && (Root,AnimElem = 5)
var(1) = -(Time=0)*20-(Root,AnimElem=3)*1+(Root,AnimElem=4)*24+(Root,AnimElem=5)*60

[State 6011, 変数]
Type = VarSet
TriggerAll = IsHelper(6013)
Trigger1 = Time = 0
Trigger2 = (Root,Anim = 610) && (Root,AnimElem = 3)
Trigger3 = (Root,Anim = 610) && (Root,AnimElem = 4)
Trigger4 = (Root,Anim = 610) && (Root,AnimElem = 5)
var(2) = -(Time=0)*57-(Root,AnimElem=3)*31-(Root,AnimElem=4)*33-(Root,AnimElem=5)*53

[State 6011, 変数]
Type = VarSet
TriggerAll = IsHelper(6014)
Trigger1 = Time = 0
Trigger2 = (Root,Anim = 620) && (Root,AnimElem = 3)
Trigger3 = (Root,Anim = 620) && (Root,AnimElem = 4)
Trigger4 = (Root,Anim = 620) && (Root,AnimElem = 5)
var(1) = -(Time=0)*20-(Root,AnimElem=3)*1+(Root,AnimElem=4)*24+(Root,AnimElem=5)*45

[State 6011, 変数]
Type = VarSet
TriggerAll = IsHelper(6014)
Trigger1 = Time = 0
Trigger2 = (Root,Anim = 620) && (Root,AnimElem = 3)
Trigger3 = (Root,Anim = 620) && (Root,AnimElem = 4)
Trigger4 = (Root,Anim = 620) && (Root,AnimElem = 5)
var(2) = -(Time=0)*57-(Root,AnimElem=3)*31-(Root,AnimElem=4)*33-(Root,AnimElem=5)*17

;**************************************************
[State 6011, 変数]
Type = VarSet
Trigger1 = 1
fvar(0) = .5+Random/1998.
Persistent = 2

[State 6011, 変数]
Type = VarSet
Trigger1 = !var(0)
fvar(1) = .4-(fvar(1)=.2)*.2
Persistent = 2

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0)
fvar(1) = 3-(fvar(1)=3)*.6
Persistent = 2

[State 6011, 変数]
Type = VarAdd
Trigger1 = Time = 0
Trigger2 = var(0)
fvar(2) = 1-(var(0)>0)*1.05

;**************************************************
[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(10) = 3+Random/333.

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(11) = 3+Random/333.

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(12) = 3+Random/333.

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(13) = 3+Random/333.

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(14) = 3+Random/333.

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(15) = 1-Random/499.5*Pi

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(16) = 1-Random/499.5*Pi

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(17) = 1-Random/499.5*Pi

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(18) = 1-Random/499.5*Pi

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(19) = 1-Random/499.5*Pi

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(20) = .1+Random/9990.

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(21) = .1+Random/9990.

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(22) = .1+Random/9990.

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(23) = .1+Random/9990.

[State 6011, 変数]
Type = VarSet
Trigger1 = var(0) = [1,2]
fvar(24) = .1+Random/9990.

;**************************************************
[State 6011, エフェクト]
Type = Explod
Trigger1 = var(0) = [1,2]
Anim = 2003
ID = 2003
Pos = 0,0
PosType = P1
Vel = fvar(10)*Cos(fvar(15)),-fvar(10)*Sin(fvar(15))
Accel = -fvar(10)*Cos(fvar(15))/51.,fvar(10)*Sin(fvar(15))/51.
Scale = fvar(20),fvar(20)
Ownpal = 1
SprPriority = 5
Persistent = 8

[State 6011, エフェクト]
Type = Explod
Trigger1 = var(0) = [1,2]
Anim = 2003
ID = 2003
Pos = 0,0
PosType = P1
Vel = fvar(11)*Cos(fvar(16)),-fvar(11)*Sin(fvar(16))
Accel = -fvar(11)*Cos(fvar(16))/51.,fvar(11)*Sin(fvar(16))/51.
Scale = fvar(21),fvar(21)
Ownpal = 1
SprPriority = 5
Persistent = 8

[State 6011, エフェクト]
Type = Explod
Trigger1 = var(0) = [1,2]
Anim = 2003
ID = 2003
Pos = 0,0
PosType = P1
Vel = fvar(12)*Cos(fvar(17)),-fvar(12)*Sin(fvar(17))
Accel = -fvar(12)*Cos(fvar(17))/51.,fvar(12)*Sin(fvar(17))/51.
Scale = fvar(22),fvar(22)
Ownpal = 1
SprPriority = 5
Persistent = 8

[State 6011, エフェクト]
Type = Explod
Trigger1 = var(0) = [1,2]
Anim = 2003
ID = 2003
Pos = 0,0
PosType = P1
Vel = fvar(13)*Cos(fvar(18)),-fvar(13)*Sin(fvar(18))
Accel = -fvar(13)*Cos(fvar(18))/51.,fvar(13)*Sin(fvar(18))/51.
Scale = fvar(23),fvar(23)
Ownpal = 1
SprPriority = 5
Persistent = 8

[State 6011, エフェクト]
Type = Explod
Trigger1 = var(0) = [1,2]
Anim = 2003
ID = 2003
Pos = 0,0
PosType = P1
Vel = fvar(14)*Cos(fvar(19)),-fvar(14)*Sin(fvar(19))
Accel = -fvar(14)*Cos(fvar(19))/51.,fvar(14)*Sin(fvar(19))/51.
Scale = fvar(24),fvar(24)
Ownpal = 1
SprPriority = 5
Persistent = 8

;**************************************************
[State 6011, 本体に付く位置]
Type = BindToRoot
Trigger1 = !var(0)
Time = 1
Pos = var(1),var(2)

[State 6011, 透明度]
Type = Trans
Trigger1 = var(0) < 10
Trans = Add

[State 6011, 透明度]
Type = Trans
Trigger1 = var(0) > 9
Trans = AddAlpha
Alpha = 256-var(0)*25+250,256

[State 6011, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6011, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(0)*fvar(1)*fvar(2),fvar(0)*fvar(1)*fvar(2)

;**************************************************
[State 6011, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(0) > 19)||(Root,MoveType = H)
Trigger2 = (IsHelper(6013)) || (IsHelper(6014))
Trigger2 = (!var(0)) && (Root,StateType != A)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　立ち→打撃　エフェクト２
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6012]
Physics  = N
Anim     = 2002
SprPriority = 8

[State 6012, エフェクト]
Type = Helper
Trigger1 = (IsHelper(6012)) && (Time = 0)
StateNo = 6012
ID = 6013
Name = "Effect"
Pos = 0,0
Size.XScale = 1
Size.YScale = 1

[State 6012, エフェクト]
Type = Helper
Trigger1 = (IsHelper(6012)) && (Time = 0)
StateNo = 6012
ID = 6013
Name = "Effect"
Pos = 0,0
Size.XScale = 1
Size.YScale = 1

[State 6012, 変数]
Type = VarSet
Trigger1 = Time = 0
var(0) = Random%359

[State 6012, 変数]
Type = VarSet
Trigger1 = 1
var(1) = 2-(var(1)=2)
Persistent = 2

[State 6012, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = (256-Time*8)/var(1),256

[State 6012, 変数]
Type = VarAdd
Trigger1 = Time > 0
fvar(0) = .0046875

[State 6012, 変数]
Type = VarAdd
Trigger1 = 1
fvar(1) = .15-fvar(0)

;**************************************************
[State 6012, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = (.5+fvar(1))*.25,(.5+fvar(1))

;**************************************************
[State 6012, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 32

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ダッシュ強射撃　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6013]
Physics  = N
Anim     = 2004
SprPriority = 8

[State 6013, 変数]
Type = VarSet
Trigger1 = var(0) = [0,9]
fvar(10) = 4+Random/333.

[State 6013, 変数]
Type = VarSet
Trigger1 = var(0) = [0,9]
fvar(11) = -45+Random/11.1*(Pi/180.)

[State 6013, 変数]
Type = VarSet
Trigger1 = var(0) = [0,9]
fvar(12) = .1+Random/9990.

[State 6013, エフェクト]
Type = Explod
Trigger1 = var(0) = [0,9]
Anim = 2003
ID = 2003
Pos = 0,0
PosType = P1
Vel = fvar(10)*Cos(fvar(11)),-fvar(10)*Sin(fvar(11))
Accel = -fvar(10)*Cos(fvar(11))/51.,fvar(10)*Sin(fvar(11))/51.
Scale = fvar(12),fvar(12)
Ownpal = 1
SprPriority = 5
Persistent = 1

[State 6013, 変数]
Type = VarAdd
Trigger1 = var(0) < 10
var(0) = 1

;**************************************************
[State 6013, ステート変更]
Type = ChangeState
Trigger1 = var(0) < 10
Value = 6013

;**************************************************
[State 6013, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 33,-41-(IsHelper(6014))*20

[State 6013, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6013, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6013, 角度を有効]
Type = AngleDraw
Trigger1 = IsHelper(6014)
Value = 10

;**************************************************
[State 6013, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (AnimTime = 0)+(IsHelper(6013))*(Root,StateNo = [1000,3999])
Trigger2 = Root,MoveType = H

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　空　上打撃等　本体絵
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6014]
Physics  = N
Anim     = 2007
SprPriority = 4

[State 6014, 変数]
Type = VarAdd
Trigger1 = (Time > 0) && (Root,HitPauseTime = 0)
var(0) = -30

;**************************************************
[State 6014, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,-50

[State 6014, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)

;**************************************************
[State 6014, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Root,MoveType = H
Trigger2 = ((IsHelper(630)) && (Root,Anim = 630) && (Root,AnimElem = 5))
Trigger3 = ((IsHelper(1010)) && (Root,Anim = [1015,1016]))
Trigger4 = ((IsHelper(630)) && (Root,Anim != 630))
Trigger5 = ((IsHelper(1010)) && (Root,Anim != [1010,1016]))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　空　上打撃等　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6015]
Physics  = N
Anim     = 2008
SprPriority = 6+(IsHelper(1011))+(IsHelper(1012))*2

[State 6015, 変数増減]
Type = VarAdd
Trigger1 = (Time > 0)
var(0) = -10-(IsHelper(1011))*2-(IsHelper(1012))*4

[State 6015, 変数増減]
Type = VarAdd
Trigger1 = var(1)
Trigger2 = ((IsHelper(630)) && (Root,Anim = 630) && (Root,AnimElem = 5))
Trigger3 = (IsHelper(1010)) && (Root,Anim = [1015,1016])
Trigger4 = (IsHelper(1011)) && (Root,Anim = [1015,1016])
Trigger5 = (IsHelper(1012)) && (Root,Anim = [1015,1016])
var(1) = 1

;**************************************************
[State 6015, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = 0,-50

[State 6015, 透明度]
Type = Trans
Trigger1 = (IsHelper(630)) && (!var(1))
Trans = Add

[State 6015, 透明度]
Type = Trans
Trigger1 = (IsHelper(1010))||(IsHelper(1011))||(IsHelper(1012))
Trans = Sub

[State 6015, 透明度]
Type = Trans
Trigger1 = (IsHelper(630)) && (var(1))
Trans = AddAlpha
Alpha = 256-var(1)*16,256

[State 6015, 色]
Type = PalFX
Trigger1 = (IsHelper(1010))||(IsHelper(1011))||(IsHelper(1012))
Mul = 256-IfElse(var(1)*20>256,256,var(1)*20),256-IfElse(var(1)*20>256,256,var(1)*20),256-IfElse(var(1)*20>256,256,var(1)*20)
Time = 1

[State 6015, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6015, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)

;**************************************************
[State 6015, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (var(1)> 16) || (Root,MoveType = H)
Trigger2 = (IsHelper(630)) && (Root,Anim != 630)
Trigger3 = ((IsHelper(1010))||(IsHelper(1011))||(IsHelper(1012)))&&(var(1)> 12)
Trigger4 = (IsHelper(1010)) && (Root,Anim != [1010,1016])
Trigger5 = (IsHelper(1011)) && (Root,Anim != [1010,1016])
Trigger6 = (IsHelper(1012)) && (Root,Anim != [1010,1016])

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ディスペア　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6020]
Physics  = N
Anim     = 10000

[State 6020, 変数増減]
Type = VarAdd
Trigger1 = (Time > 89)+(Root,MoveType = H)+(Root,StateNo = [3000,3999])
Trigger2 = var(0)
var(0) = 18

[State 6020, エフェクト]
Type = Helper
Trigger1 = (Time = [0,88])*(!var(0))
StateNo = 6021
ID = 6021
Name = "Effect"
Pos = 0,0
OwnPal = 1
Size.XScale = 1
Size.YScale = 1
Persistent = 5

[State 6020, エフェクト]
Type = Helper
Trigger1 = (Time = [0,88])*(!var(0))
StateNo = 6021
ID = 6022
Name = "Effect"
Pos = 0,0
OwnPal = 1
Size.XScale = 2
Size.YScale = 2
Persistent = 5

;**************************************************
[State 6020, 本体に付く位置]
Type = BindToRoot
Trigger1 = !var(0)
Time = 1
Pos = 0,0

[State 6020, 色]
Type = PalFX
Trigger1 = 1
Mul = 256-IfElse(var(0)>256,256,var(0)),256-IfElse(var(0)>256,256,var(0)),256-IfElse(var(0)>256,256,var(0))
Time = 1

;**************************************************
[State 6020, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2036
ID = 2036
Pos = 0,0
BindTime = -1
Scale = 1,1
SprPriority = 7
OwnPal = 0
RemoveTime = -1

[State 6020, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2036
ID = 2036
Pos = 0,-256
BindTime = -1
Scale = 1,1
SprPriority = 7
OwnPal = 0
RemoveTime = -1

[State 6020, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2036
ID = 2036
Pos = 0,-512
BindTime = -1
Scale = 1,1
SprPriority = 7
OwnPal = 0
RemoveTime = -1

[State 6020, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2036
ID = 2036
Pos = 0,-768
BindTime = -1
Scale = 1,1
SprPriority = 7
OwnPal = 0
RemoveTime = -1

;**************************************************
[State 6020, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2036)
ID = 2036
Scale = IfElse(Time<9,.175+Time*.175,1.75),1
IgnoreHitPause = 1

[State 6020, エフェクトを消す]
Type = RemoveExplod
Trigger1 = NumExplod(2036)
Trigger1 = var(0) > 249
ID = 2036

;**************************************************
[State 6020, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 249

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ディスペア　エフェクト2
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6021]
Physics  = N
Anim     = 2021+(IsHelper(6021))*16
SprPriority = -2

[State 6021, 変数増減]
Type = VarAdd
Trigger1 = Time > 10
var(0) = 18

;**************************************************
[State 6021, 透明度]
Type = Trans
Trigger1 = 1
Trans = Sub

[State 6021, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6021, 色]
Type = PalFX
Trigger1 = 1
Mul = 256-IfElse(var(0)>256,256,var(0)),256-IfElse(var(0)>256,256,var(0)),256-IfElse(var(0)>256,256,var(0))
Time = 1

[State 6021, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .1+Time*.1,(.1+Time*.1)*.2

;**************************************************
[State 6021, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 249

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　罰符「コンヴィクト」　落下エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6022]
Physics  = N
Anim     = 6070+(IsHelper(6023))
VelSet   = 0,-(IsHelper(6023))*4.2
SprPriority = 4

;**************************************************
[State 6022, 透明度]
Type = Trans
Trigger1 = Anim = 6070
Trans = Add

[State 6022, 透明度]
Type = Trans
Trigger1 = Anim = 6071
Trans = AddAlpha
Alpha = 256-Floor(Time*25.6),256

[State 6022, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6022, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = -90
Scale = IfElse(Anim=6070,1,.5+Time*.075),IfElse(Anim=6070,1,.5+Time*.15)

;**************************************************
[State 6022, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (Anim = 6070)*(AnimTime = 0)
Trigger2 = (Anim = 6071)*(Time > 10)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　罰符「コンヴィクト」　爆発エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6023]
Physics  = N
Anim     = 10000
SprPriority = 8

[State 6023, 変数]
Type = VarAdd
Trigger1 = Time = [0,19]
fvar(0) = 30+Random/199.8
Persistent = 2

[State 6023, 変数]
Type = VarAdd
Trigger1 = Time = [0,19]
fvar(1) = 30+Random/199.8
Persistent = 2

[State 6023, 変数]
Type = VarAdd
Trigger1 = Time = [0,19]
fvar(2) = 30+Random/199.8
Persistent = 2

[State 6023, 変数]
Type = VarAdd
Trigger1 = Time = [0,19]
fvar(3) = 30+Random/199.8
Persistent = 2

[State 6023, 変数]
Type = VarAdd
Trigger1 = Time = [0,19]
fvar(4) = 30+Random/199.8
Persistent = 2

[State 6023, 変数]
Type = VarAdd
Trigger1 = Time = [0,19]
fvar(5) = 30+Random/199.8
Persistent = 2

[State 6023, 変数]
Type = VarAdd
Trigger1 = Time = [0,19]
fvar(6) = 30+Random/199.8
Persistent = 2

[State 6023, 変数]
Type = VarSet
Trigger1 = Time = [0,19]
fvar(10) = (-5+Random/99.9)*(Pi/180.)
Persistent = 2

[State 6023, 変数]
Type = VarSet
Trigger1 = Time = [0,19]
fvar(11) = (30+Random/99.9)*(Pi/180.)
Persistent = 2

[State 6023, 変数]
Type = VarSet
Trigger1 = Time = [0,19]
fvar(12) = (60+Random/99.9)*(Pi/180.)
Persistent = 2

[State 6023, 変数]
Type = VarSet
Trigger1 = Time = [0,19]
fvar(13) = (90+Random/99.9)*(Pi/180.)
Persistent = 2

[State 6023, 変数]
Type = VarSet
Trigger1 = Time = [0,19]
fvar(14) = (120+Random/99.9)*(Pi/180.)
Persistent = 2

[State 6023, 変数]
Type = VarSet
Trigger1 = Time = [0,19]
fvar(15) = (150+Random/99.9)*(Pi/180.)
Persistent = 2

[State 6023, 変数]
Type = VarSet
Trigger1 = Time = [0,19]
fvar(16) = (180+Random/99.9)*(Pi/180.)
Persistent = 2

;**************************************************
[State 6023, エフェクト]
Type = Explod
Trigger1 = Time = [0,19]
Anim = 2039
ID = 2039
Pos = Floor(fvar(0)*Cos(fvar(10))),-Floor(fvar(0)*Sin(fvar(10)))
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
Persistent = 2

[State 6023, エフェクト]
Type = Explod
Trigger1 = Time = [0,19]
Anim = 2039
ID = 2039
Pos = Floor(fvar(1)*Cos(fvar(11))),-Floor(fvar(1)*Sin(fvar(11)))
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
Persistent = 1

[State 6023, エフェクト]
Type = Explod
Trigger1 = Time = [0,19]
Anim = 2039
ID = 2039
Pos = Floor(fvar(2)*Cos(fvar(12))),-Floor(fvar(2)*Sin(fvar(12)))
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
Persistent = 1

[State 6023, エフェクト]
Type = Explod
Trigger1 = Time = [0,19]
Anim = 2039
ID = 2039
Pos = Floor(fvar(3)*Cos(fvar(13))),-Floor(fvar(3)*Sin(fvar(13)))
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
Persistent = 1

[State 6023, エフェクト]
Type = Explod
Trigger1 = Time = [0,19]
Anim = 2039
ID = 2039
Pos = Floor(fvar(4)*Cos(fvar(14))),-Floor(fvar(4)*Sin(fvar(14)))
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
Persistent = 1

[State 6023, エフェクト]
Type = Explod
Trigger1 = Time = [0,19]
Anim = 2039
ID = 2039
Pos = Floor(fvar(5)*Cos(fvar(15))),-Floor(fvar(5)*Sin(fvar(15)))
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
Persistent = 1

[State 6023, エフェクト]
Type = Explod
Trigger1 = Time = [0,19]
Anim = 2039
ID = 2039
Pos = Floor(fvar(6)*Cos(fvar(16))),-Floor(fvar(6)*Sin(fvar(16)))
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
Persistent = 1

[State 6023, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2043
ID = 2043
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
Persistent = 1

[State 6023, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2043
ID = 2044
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
Persistent = 1

[State 6023, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 2043
ID = 2045
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
Persistent = 1

;**************************************************
[State 6023, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2043)
ID = 2043
Scale = .1+Time*.1,.1+Time*.1
IgnoreHitPause = 1

[State 6023, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2044)
ID = 2044
Scale = (.1+Time*.1)*1.5,(.1+Time*.1)*1.5
IgnoreHitPause = 1

[State 6023, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(2045)
ID = 2045
Scale = (.1+Time*.1)*.5,(.1+Time*.1)*.5
IgnoreHitPause = 1

;**************************************************
[State 6023, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 35

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　魔界「インサニア・アゲル」　溜めエフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6024]
Physics  = N
Anim     = 2001
SprPriority = 8

[State 6024, アニメ]
Type = ChangeAnim
Trigger1 = Time = 135
Value = 2002

[State 6024, 変数]
Type = VarSet
Trigger1 = Time < 135
var(0) = Random%359
Persistent = 2

[State 6024, 変数]
Type = VarSet
Trigger1 = Time = 135
var(0) = 0

[State 6024, 変数増減]
Type = VarAdd
Trigger1 = (Time = [0,79])+(Time > 134)
fvar(0) = (Time<80)*.0125+(Time>134)*.1
Persistent = 1

[State 6024, 変数]
Type = VarSet
Trigger1 = Time < 135
fvar(1) = 1-(fvar(1)=1)*.2
Persistent = 2

[State 6024, 変数増減]
Type = VarAdd
Trigger1 = Time > 135
var(5) = 8
Persistent = 1

[State 6024, 変数]
Type = VarSet
Trigger1 = (Time = 0)+(Time = 129)+(Time = 132)
var(10) = -(Time=0)*9+(Time=129)*15+(Time=132)*24
Persistent = 1

[State 6024, 変数]
Type = VarSet
Trigger1 = (Time = 0)+(Time = 129)+(Time = 132)+(Time = 135)
var(11) = -(Time=0)*88-(Time=129)*54-(Time=132)*43
Persistent = 1

[State 6024, 画像表示順位]
Type = SprPriority
Trigger1 = Time = 135
Value = -2

;**************************************************
[State 6024, 超必時間止め]
Type = SuperPause
Trigger1 = Time = 86
Time = 40
MoveTime = 40
Anim = -1
Pos = 0,0
Sound = -1
PowerAdd = 0
Darken = 0
P2Defmul = 1

[State 6024, 本体に付く位置]
Type = BindToRoot
Trigger1 = 1
Time = 1
Pos = var(10),var(11)

[State 6024, 透明度]
Type = Trans
Trigger1 = 1
Trans = Sub

[State 6024, 色]
Type = PalFX
Trigger1 = 1
Mul = 256-IfElse(var(5)>256,256,var(5)),256-IfElse(var(5)>256,256,var(5)),256-IfElse(var(5)>256,256,var(5))
Time = 1

[State 6024, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6024, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(0)
Scale = fvar(0)*fvar(1),fvar(0)*fvar(1)*IfElse(Time<135,1,.2)

;**************************************************
[State 6024, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (Time > 167)+(Root,StateNo != 3040)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　神力「アンフィラシオン」　エフェクト1
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6025]
Physics  = N
Anim     = 2013
SprPriority = 5

[State 6025, 変数]
Type = VarSet
Trigger1 = Time = 0
var(0) = Random%2

[State 6025, 変数]
Type = VarSet
Trigger1 = (Time = 0)+(Time%2 = 1)
var(1) = 2-(var(1)=2)
Persistent = 2

[State 6025, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = 1+Random/499.5

;**************************************************
[State 6025, 移動速度]
Type = VelSet
Trigger1 = Time = 0
Y = -fvar(4)

;**************************************************
[State 6025, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 6025, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = (256-Time*8)/var(1),256

[State 6025, 角度]
Type = AngleAdd
Trigger1 = 1
Value = (3-var(0)*6)+((Time=0)*Random%359)

[State 6025, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 1+Time*.01,1+Time*.01

;**************************************************
[State 6025, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 31

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　神力「アンフィラシオン」　エフェクト2
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6026]
Physics  = N
Anim     = 6210
SprPriority = 5

[State 6026, 変数増減]
Type = VarAdd
Trigger1 = Time > 15
var(0) = 25

[State 6026, 変数増減]
Type = VarAdd
Trigger1 = Time > 10
var(1) = 30

[State 6026, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(1) = IfElse(Time=0,1.5,IfElse(Time<10,-.265,.32))

[State 6026, 変数増減]
Type = VarAdd
Trigger1 = (Time = [1,30])
fvar(0) = .075

;**************************************************
[State 6026, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6026, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6026, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(1)
Scale = 1+fvar(1),1+fvar(1)

;**************************************************
[State 6026, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 25

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　イントロ用
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6030]
Physics  = N
Anim     = 2294
SprPriority = 5

[State 6026, 変数増減]
Type = VarAdd
Trigger1 = Time = 0
var(0) = Random%2

[State 6026, 変数増減]
Type = VarAdd
Trigger1 = 1
var(1) = 10+((Time=0)*Random%359)*IfElse(var(0),1,-1)

[State 6026, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(0) = 6+((Time=0)*58)*IfElse(IsHelper(6030),1,-1)

[State 6026, 変数増減]
Type = VarSet
Trigger1 = (Time = [0,39])
fvar(1) = Cos(fvar(0)*(Pi/180.))

[State 6026, 変数増減]
Type = VarSet
Trigger1 = (Time = [0,39])
fvar(2) = -Sin(fvar(0)*(Pi/180.))

[State 6026, 変数増減]
Type = VarSet
Trigger1 = Time = 40
fvar(1) = 1

[State 6026, 変数増減]
Type = VarSet
Trigger1 = Time = 40
fvar(2) = 1

[State 6026, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(3) = (Time<40)*.1+(Time=40)*2-(Time>40)*.1

;**************************************************
[State 6026, 透明度]
Type = Trans
Trigger1 = Time < 60
Trans = Add

[State 6026, 透明度]
Type = Trans
Trigger1 = Time > 59
Trans = AddAlpha
Alpha = 256-Floor((Time*3.28)-196.8),256

[State 6030, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6030, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(1)
Scale = fvar(3)*fvar(1),fvar(3)*fvar(2)

;**************************************************
[State 6030, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 99
Trigger2 = Time > 39 && IsHelper(6031)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　相手座標調査ヘルパー
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6045]
Physics  = N
Anim     = 10000

[State 6045, 変数]
Type = ParentVarSet
Trigger1 = ParentDist X <= 0
Trigger1 = (NumHelper(20370))
fvar(0) = ((ParentDist X)*Facing)*-1

[State 6045, 変数]
Type = ParentVarSet
Trigger1 = ParentDist X <= 0
Trigger1 = (NumHelper(20370))
fvar(1) = (ParentDist Y)*-1

[State 6045, 軸位置移動]
Type = PosAdd
Trigger1 = (P2Dist X != [-5,5])
X = IfElse(P2Dist X<0,-.75,.75)

[State 6045, 軸位置移動]
Type = PosAdd
Trigger1 = (P2Dist Y != [45,55])
Y = IfElse(P2Dist Y<50,-.75,.75)

[State 6045, 振り返る]
Type = Turn
Trigger1 = ParentDist X > 0

;**************************************************
[State 6045, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (Root,StateNo = [790,793]) || (RoundState > 2)
Trigger2 = (IsHelper(60450)) && (Time > 99)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　画面座標調査ヘルパー
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6046]
Physics  = N
Anim     = 10000

[State 6046, 変数]
Type = ParentVarSet
Trigger1 = 1
fvar(0) = (ScreenPos Y)*-1

[State 6046, 軸位置]
Type = PosSet
Trigger1 = 1
Y = 0

;**************************************************
[State 6046, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (Time > 0)
Trigger1 = (NumHelper(2011) = 0) && (NumHelper(2012) = 0)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　溜めエフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6047]
Physics = N
Anim    = 2200
SprPriority = 8

[State 6047, アニメ]
Type = ChangeAnim
Trigger1 = (IsHelper(3050))*(Time = 0)
Value = 2047

[State 6047, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = 50+Random/4.995

[State 6047, 変数]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = Random/499.5*Pi

[State 6047, 軸位置移動]
Type = PosAdd
Trigger1 = Time = 0
X = fvar(0)*Cos(fvar(1))
Y = -fvar(0)*Sin(fvar(1))

[State 6047, 移動速度]
Type = VelSet
Trigger1 = Time = 0
X = (-fvar(0)/22.0)*Cos(fvar(1))
Y = (fvar(0)/22.0)*Sin(fvar(1))

;**************************************************
[State 6047, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6047, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6047, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 1-Time*.05,1-Time*.05

;**************************************************
[State 6047, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 19

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ダッシュエフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6100]
Physics  = N
Anim     = 10000

[State 6100, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6070
ID = 6070
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 1

[State 6100, エフェクト]
Type = Explod
Trigger1 = Time = [0,10]
Anim = 6071
ID = 6071
Pos = 20-IsHelper(6101)*40,0
PosType = P1
Scale = .5+Time*.075,.5+Time*.15
Vel = -4.2
Ownpal = 1
SprPriority = 4
RemoveTime = 1
Trans = AddAlpha
Alpha = 256-Floor(Time*25.6),256
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 6100, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 19

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　高速ジャンプエフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6101]
Physics  = N
Anim     = 6057
SprPriority = 5

[State 6101, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6050
ID = 6050
Pos = 0,0
PosType = P1
Scale = 1.5,1.5
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 6101, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 25

[State 6101, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6101, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6101, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .2+Time*.075,.2+Time*.075

;**************************************************
[State 6101, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 9

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ダウン復帰エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6103]
Physics  = N
Anim     = 10000

[State 6103, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6058
ID = 6058
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 3
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 6103, エフェクト操作]
Type = ModifyExplod
Trigger1 = 1
ID = 6058
Scale = .2+Time*.1,.2+Time*.1
IgnoreHitPause = 1

;**************************************************
[State 6103, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 9

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ダウンエフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6104]
Physics  = N
Anim     = 10000

[State 6104, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6060
ID = 6060
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = -5
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 6104, エフェクト操作]
Type = ModifyExplod
Trigger1 = 1
ID = 6060
Scale = IfElse(IsHelper(6104),1+Time*.1,.2+Time*.02),IfElse(IsHelper(6104),.2+Time*.02,1+Time*.1)
IgnoreHitPause = 1

;**************************************************
[State 6104, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 9

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　霊力ガードエフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6105]
Physics  = N
Anim     = 6075
SprPriority = 1

[State 6105, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6105, ヘルパーを消す]
Type = DestroySelf
Trigger1 = AnimTime = 0
Trigger2 = (Root,StateNo != [150,153]) && (Root,MoveType = H)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　溜め攻撃エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6106]
Physics  = N
Anim     = 6058
SprPriority = 4

[State 6106, 変数増減]
Type = VarAdd
Trigger1 = Time > 3
var(0) = 25

;**************************************************
[State 6106, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6106, 色]
Type = PalFX
Trigger1 = (IsHelper(6106))
Mul = 256-IfElse(var(0)>256,256,var(0)),256-IfElse(var(0)>256,256,var(0)),256-IfElse(var(0)>256,256,var(0))
Time = 1

[State 6106, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6106, エフェクト]
Type = Explod
Trigger1 = Time = 0
Anim = 6057
ID = 6057
Pos = 0,0
PosType = P1
Scale = 1,1
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 6106, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .2+Time*.05,.2+Time*.05

;**************************************************
[State 6106, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6057)
ID = 6057
Scale = .2+Time*.08,.2+Time*.08
IgnoreHitPause = 1

;**************************************************
[State 6106, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 14

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　グレイズ
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6110]
Physics  = N
Anim     = 6110

[State 6110, 変数]
Type = VarSet
Trigger1 = (Root,ProjCancelTime(0) = 1)
var(5) = 1
IgnoreHitPause = 1
Persistent = 0

[State 6110, 変数]
Type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger2 = var(5) = 1
var(7) = 16
IgnoreHitPause = 1
Persistent = 0

;**************************************************
[State 6110, 変数増減]
Type = ParentVarAdd
TriggerAll = (IsHelper(6110))
Trigger1 = (Root,ProjCancelTime(0) = 1)
Trigger2 = (MoveHit = 1)
fvar(38) = 50

;**************************************************
[State 6110, 受け止め定義]
Type = ReversalDef
Trigger1 = IsHelper(6110)
Reversal.Attr = SCA,AP
PauseTime     = 0,0
SparkNo       = -1
HitSound      = -1
NumHits       = 0
ID = 6110

;**************************************************
[State 6110, 飛び道具]
Type = Projectile
Trigger1 = (Time = 0)
Attr              = A, HP
GetPower          = 0
AnimType          = Back
PauseTime         = 0,0
;-----------------------------------
OffSet            = 0,0
Velocity          = 0,0
ProjAnim          = 6112
ProjRemAnim       = -1
ProjHits          = 0
ProjRemove        = 1
ProjRemoveTime    = 1
ProjPriority      = 1
ProjID            = 6110
SuperMoveTime     = 1
PauseMoveTime     = 1
;-----------------------------------
HitFlag           = P
GuardFlag         = MA
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = -1
GuardSound        = -1
Guard.Dist = 0

;**************************************************
[State 6110, エフェクト]
Type = Explod
Trigger1 = (MoveHit = 1) || (var(5) = 1)
Anim = 6111
ID = 6110
Pos = 0,-40
Scale = .5,.5
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 5
SuperMove = 1
PauseMoveTime = -1
Persistent = 0

;**************************************************
[State 6110, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ボーダークラッシュ　エフェクト1
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6115]
Physics  = N
Anim     = 6059
SprPriority = 9

[State 6115, 変数増減]
Type = VarAdd
Trigger1 = (Time > 0)
var(0) = 16

[State 6115, 変数増減]
Type = VarAdd
Trigger1 = (Time > 0)
var(1) = 13

;**************************************************
[State 6115, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6115, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6115, 色]
Type = PalFX
Trigger1 = 1
Mul = 256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256),256-IfElse(var(1)<256,var(1),256)
Time = 1

;**************************************************
[State 6115, 角度]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 6115, 角度加算]
Type = AngleAdd
Trigger1 = 1
Value = 5

[State 6115, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = .75+(Time*.15),.75+(Time*.15)

;**************************************************
[State 6115, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 19

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　壁-床叩きつけ　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6120]
Physics  = N
Anim     = 10000

[State 6120, 軸位置]
Type = PosSet
Trigger1 = (IsHelper(6120))
X = 160*Facing
Y = EnemyNear,Pos Y+EnemyNear,Const(Size.Mid.Pos.Y)

[State 6120, 軸位置]
Type = PosSet
Trigger1 = (IsHelper(6121))
X = EnemyNear,Pos X
Y = 0

[State 6120, 変数]
Type = VarSet
Trigger1 = (Facing!=EnemyNear,Facing)
var(0) = 0

[State 6120, 変数増減]
Type = VarAdd
Trigger1 = (Facing=EnemyNear,Facing)
var(0) = 1

[State 6120, 振り返る]
Type = Turn
Trigger1 = (IsHelper(6120))
Trigger1 = (var(0) = 2)

;**************************************************
[State 6120, エフェクト]
Type = Explod
Trigger1 = (IsHelper(6120)) && ((EnemyNear,StateNo = 10001) || (EnemyNear,StateNo = 10003))
Trigger2 = (IsHelper(6120)) && ((EnemyNear,StateNo = 10101) || (EnemyNear,StateNo = 10103))
Anim = 6002
ID = 6000
Pos = 0,0
Scale = 1,1
Facing = IfElse(Random<500,1,-1)
VFacing = IfElse(Random<500,1,-1)
Ownpal = 1
SprPriority = 8
SuperMove = 1
PauseMoveTime = -1

[State 6120, エフェクト]
Type = Helper
Trigger1 = ((EnemyNear,StateNo = 10001) || (EnemyNear,StateNo = 10003) || (EnemyNear,StateNo = 10006))
Trigger2 = ((EnemyNear,StateNo = 10101) || (EnemyNear,StateNo = 10103) || (EnemyNear,StateNo = 10106))
StateNo = 6104
ID = 6104+(EnemyNear,StateNo=10001)+(EnemyNear,StateNo = 10003)
Name = "Effect"
Pos = 0,0
PosType = P1
Facing = 1-(EnemyNear,StateNo=10001)*2
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

;**************************************************
[State 6120, 音]
Type = PlaySnd
Trigger1 = ((EnemyNear,StateNo = 10001) || (EnemyNear,StateNo = 10003) || (EnemyNear,StateNo = 10006))
Trigger2 = ((EnemyNear,StateNo = 10101) || (EnemyNear,StateNo = 10103) || (EnemyNear,StateNo = 10106))
Value = s0,3

;**************************************************
[State 6120, ヘルパーを消す]
Type = DestroySelf
Trigger1 = ((EnemyNear,StateNo = 10001) || (EnemyNear,StateNo = 10003) || (EnemyNear,StateNo = 10006))
Trigger2 = ((EnemyNear,StateNo = 10101) || (EnemyNear,StateNo = 10103) || (EnemyNear,StateNo = 10106))
Trigger3 = (Time > 500)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　Combo Limit　魔方陣
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6125]
Physics  = N
Anim     = 6062+(IsHelper(6126))
SprPriority = -9

[State 6125, 魔方陣]
Type = Helper
Trigger1 = ((IsHelper(6125)) || (IsHelper(6127))) && (Time = 0)
StateNo = 6125
ID = 6126
Name = "Effect"

[State 6125, 変数増減]
Type = VarAdd
Trigger1 = (Root,fvar(27) = 0) || (var(0))
var(0) = 1

[State 6125, 変数増減]
Type = VarAdd
Trigger1 = ((IsHelper(6125)) || (IsHelper(6127)))
Trigger1 = (var(0)=[1,7])
var(1) = 36+(var(0)=7)*4

[State 6125, 変数増減]
Type = VarAdd
Trigger1 = ((IsHelper(6125)) || (IsHelper(6127)))
Trigger1 = (var(0))
var(2) = 18+(var(0)=14)*6

[State 6125, 変数増減]
Type = VarAdd
Trigger1 = ((IsHelper(6125)) || (IsHelper(6127))) && (Time < 7)
fvar(0) = -.3+(Time=0)*3.1

[State 6125, 軸位置]
Type = PosSet
Trigger1 = 1
X = EnemyNear,Pos X
Y = EnemyNear,Pos Y+EnemyNear,Const(Size.Mid.Pos.Y)

;**************************************************
[State 6125, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6125, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6125, 色]
Type = PalFX
Trigger1 = ((IsHelper(6125)) || (IsHelper(6127)))
Mul = 256-IfElse(var(1)<256,var(1),256),256-IfElse(var(1)<256,var(1),256),256-IfElse(var(2)<256,var(2),256)
Time = 1

;**************************************************
[State 6125, 角度加算]
Type = AngleAdd
Trigger1 = 1
Value = -1+(IsHelper(6126))*2

[State 6125, 角度を有効]
Type = AngleDraw
Trigger1 = ((IsHelper(6125)) || (IsHelper(6127)))
Scale = fvar(0),fvar(0)

[State 6125, 角度を有効]
Type = AngleDraw
Trigger1 = (IsHelper(6126))

;**************************************************
[State 6125, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(0) > 13

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　カウンターヒット　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6155]
Physics  = N
Anim     = 6176
SprPriority = 9

[State 6155, 変数増減]
Type = VarAdd
Trigger1 = (Time > 0)
var(1) = 13

;**************************************************
[State 6155, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6155, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6155, 色]
Type = PalFX
Trigger1 = IsHelper(6155)
Mul = 256-IfElse(var(1)<256,var(1),256),256-IfElse(var(1)<256,var(1),256),256-IfElse(var(1)<256,var(1),256)
Time = 1

;**************************************************
[State 6155, エフェクト]
Type = Explod
Trigger1 = IsHelper(6155)
Trigger1 = Time = 0
Anim = 6055
ID = 6055
Pos = 0,0
Scale = .5,.5
SprPriority = 7
SuperMoveTime = 100
PauseMoveTime = 100

;**************************************************
[State 6155, 角度]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 6155, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Scale = 3.5+(Time*.7),3.5+(Time*.7)

;**************************************************
[State 6155, 音]
Type = PlaySnd
Trigger1 = Time = 0
Value = s1,17
IgnoreHitPause = 1

;**************************************************
[State 6155, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 19

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　霊撃　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6175]
Physics  = N
Anim     = 6057
SprPriority = 6

[State 6175, アニメ]
Type = ChangeAnim
Trigger1 = (IsHelper(6175)) && ((Time = 0)||(Time = 15)||(Time = 66))
Value = IfElse(Time=15,6057,10000)

[State 6175, エフェクトヘルパー]
Type = Helper
Trigger1 = (IsHelper(6175)) && (Time = 15)
StateNo = 6175
ID = 6176
Name = "Effect"

[State 6175, エフェクトヘルパー]
Type = Helper
Trigger1 = (IsHelper(6175)) && (Time = 15)
StateNo = 6175
ID = 6177
Name = "Effect"

[State 6175, 変数]
Type = VarSet
Trigger1 = Time = 0
var(6) = Random%359

[State 6175, 変数増減]
Type = VarAdd
Trigger1 = Time = [16,51]
var(7) = 7

[State 6175, 変数増減]
Type = VarAdd
Trigger1 = Time > 15
var(8) = 5

[State 6175, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0) || (!IsHelper(6175))
Trigger2 = (IsHelper(6175)) && (Time > 15)
fvar(1) = IfElse(Time=0,.2,-.004)

[State 6175, 変数増減]
Type = VarAdd
Trigger1 = (IsHelper(6175)) && (Time > 15)
Trigger2 = (!IsHelper(6175)) && (Time > 0)
fvar(2) = fvar(1)

[State 6175, 変数]
Type = VarSet
Trigger1 = (IsHelper(6175)) && (Time > 12)
fvar(3) = 1-(fvar(3)=1)*.2
Persistent = 2

;**************************************************
[State 6175, 変数増減]
Type = VarAdd
Trigger1 = (Time = [1,30])
fvar(0) = .075

[State 6175, 変数増減]
Type = VarAdd
Trigger1 = Time > 10
var(1) = 30

[State 6175, 変数]
Type = VarSet
TriggerAll = Time > 1
Trigger1  = (Root,StateNo = 702) && (Root,Time = 1)
Trigger2  = (Root,StateNo = [715,730]) && (Root,Time = 1)
Trigger3  = (Root,Anim = 3000) && (Root,AnimElem = 4)
Trigger4  = (Root,Anim = 3010) && (Root,AnimElem = 2,=4)
Trigger5  = (Root,Anim = 3020) && (Root,AnimElem = 7)
Trigger6  = (Root,Anim = 3030) && (Root,Time = 14)
Trigger7  = (Root,Anim = 3040) && (Root,AnimElem = 4,=85)
Trigger8  = (Root,Anim = 3050) && (Root,AnimElem = 6,=1)
Trigger9  = (Root,Anim = 3060) && (Root,AnimElem = 4)
Trigger10 = (Root,Anim = 3070) && (Root,AnimElem = 2,=5)
var(4) = 1

[State 6175, 変数増減]
Type = VarAdd
Trigger1 = (Time = [0,10])
var(5) = 25-(Time=10)*19

[State 6175, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)||(Time = [50,68])
fvar(9) = IfElse(Time=0,8,-.4)

[State 6175, 変数増減]
Type = VarAdd
Trigger1 = (Time > 140)
var(10) = IfElse(TeamSide=2,5,-5)

[State 6175, 変数増減]
Type = VarAdd
Trigger1 = (Time = [41,68])
var(11) = Floor(fvar(9))

;**************************************************
[State 6175, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6175, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6175, 色]
Type = PalFX
Trigger1 = IsHelper(6175)
Mul = Ceil((256-IfElse(var(7)<256,var(7),256))*fvar(3)),Ceil((256-IfElse(var(7)<256,var(7),256))*fvar(3)),Ceil((256-IfElse(var(8)<256,var(8),256))*fvar(3))
Time = 1

;**************************************************
[State 6175, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(6)
Scale = .75+fvar(2),(.75+fvar(2))*((IsHelper(6175))*.8+(IsHelper(6176))*.5+(IsHelper(6177))*.3)

;**************************************************
[State 6175, エフェクト]
Type = Explod
Trigger1 = (IsHelper(6175)) && (!var(4))
Anim = 7280
ID = 7280
Pos = IfElse(TeamSide=2,290,40)+var(10),190-var(11)
PosType = Left
Scale = .5,.5
SprPriority = 7
OwnPal = 1
OnTop = 1
Trans = AddAlpha
Alpha = var(5),256
RemoveTime = 1

[State 6175, エフェクト]
Type = Explod
Trigger1 = (IsHelper(6175)) && (!var(4))
Anim = 7200+(TeamSide=2)*50
ID = 7200
Pos = IfElse(TeamSide=2,312,8)+var(10),190-var(11)
PosType = Left
Scale = (2.75-fvar(0))/2.,(2.75-fvar(0))/2.
SprPriority = 8
OwnPal = 1
OnTop = 1
Trans = AddAlpha
Alpha = var(5),256-var(5)
RemoveTime = 1

[State 6175, エフェクト]
Type = Explod
Trigger1 = (IsHelper(6175)) && (Time = 15)
Anim = 6175
ID = 6175
Pos = 0,0
PosType = P1
Scale = .5,.5
SprPriority = -2
OwnPal = 1

[State 6175, エフェクト]
Type = Explod
Trigger1 = (IsHelper(6175)) && (Time = 15)
Anim = 6176
ID = 6176
Pos = 0,Floor(Pos Y)*-1
PosType = P1
Scale = .5,.5
SprPriority = -3
OwnPal = 1

;**************************************************
[State 6175, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6175)
ID = 6175
Scale = .75-Time*.02+.3,.75-Time*.02+.3

[State 6175, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6176)
ID = 6176
Scale = 1.25+Time*.4-6.0,(1.25+Time*.4-6.0)*.15

;**************************************************
[State 6175, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 156-(!IsHelper(6175))*106
Trigger2 = (Time > 50) && (var(4))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　回避結界　ガード反撃　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6180]
Physics  = N
Anim     = 6200
SprPriority = 5

[State 6180, アニメ]
Type = ChangeAnim
Trigger1 = (Time = 16)
Value = 10000

[State 6180, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 16

[State 6180, 変数増減]
Type = VarAdd
Trigger1 = 1
var(1) = 30

[State 6180, 変数]
Type = VarSet
TriggerAll = Time > 1
Trigger1  = (Root,StateNo = 702) && (Root,Time = 1)
Trigger2  = (Root,StateNo = [715,730]) && (Root,Time = 1)
Trigger3  = (Root,Anim = 3000) && (Root,AnimElem = 4)
Trigger4  = (Root,Anim = 3010) && (Root,AnimElem = 2,=4)
Trigger5  = (Root,Anim = 3020) && (Root,AnimElem = 7)
Trigger6  = (Root,Anim = 3030) && (Root,Time = 14)
Trigger7  = (Root,Anim = 3040) && (Root,AnimElem = 4,=85)
Trigger8  = (Root,Anim = 3050) && (Root,AnimElem = 6,=1)
Trigger9  = (Root,Anim = 3060) && (Root,AnimElem = 4)
Trigger10 = (Root,Anim = 3070) && (Root,AnimElem = 2,=5)
var(4) = 1

[State 6180, 変数増減]
Type = VarAdd
Trigger1 = (Time = [0,10])
var(5) = 25-(Time=10)*19

[State 6180, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(0) = .375-(Time=0)*.075

[State 6180, 変数増減]
Type = VarAdd
Trigger1 = (Time = [1,30])
fvar(1) = .075

[State 6180, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)||(Time = [50,68])
fvar(9) = IfElse(Time=0,8,-.4)

[State 6180, 変数増減]
Type = VarAdd
Trigger1 = (Time > 140)
var(10) = IfElse(TeamSide=2,5,-5)

[State 6180, 変数増減]
Type = VarAdd
Trigger1 = (Time = [41,68])
var(11) = Floor(fvar(9))

;**************************************************
[State 6180, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6180, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6180, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(1)
Scale = 1+fvar(0),1+fvar(0)

;**************************************************
[State 6180, エフェクト]
Type = Explod
Trigger1 = (!var(4)) && (IsHelper(6181))
Anim = 7280
ID = 7280
Pos = IfElse(TeamSide=2,290,40)+var(10),190-var(11)
PosType = Left
Scale = .5,.5
SprPriority = 7
OwnPal = 1
OnTop = 1
Trans = AddAlpha
Alpha = var(5),256
RemoveTime = 1
SuperMove = (Time<16)

[State 6180, エフェクト]
Type = Explod
Trigger1 = (!var(4)) && (IsHelper(6181))
Anim = 7201+(TeamSide=2)*50
ID = 7200
Pos = IfElse(TeamSide=2,312,8)+var(10),190-var(11)
PosType = Left
Scale = (2.75-fvar(1))/2.,(2.75-fvar(1))/2.
SprPriority = 8
OwnPal = 1
OnTop = 1
Trans = AddAlpha
Alpha = var(5),256-var(5)
RemoveTime = 1
SuperMove = (Time<16)

;**************************************************
[State 6180, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 146
Trigger2 = (Time > 15) && (var(4))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　システムカード　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6185]
Physics  = N
Anim     = 10000
SprPriority = 5

[State 6185, 変数]
Type = VarSet
Trigger1 = Time = 0
var(0) = (IsHelper(6186))+(IsHelper(6187))*2

[State 6185, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(1) = 1-(var(1)=29)*30

[State 6185, 変数増減]
Type = VarSet
Trigger1 = (IsHelper(6186)) && (Root,MoveType = H)
var(2) = (IsHelper(6185))*78+(IsHelper(6186))*241+(IsHelper(6187))*31

[State 6185, 変数増減]
Type = VarAdd
Trigger1 = Time > 0
var(2) = 1

[State 6185, 変数]
Type = VarAdd
Trigger1 = (var(1) = [0,17])
fvar(0) = IfElse(var(1)=0,-fvar(0)+1,.1)

[State 6185, 変数]
Type = VarAdd
Trigger1 = (var(1) = [10,27])
fvar(1) = IfElse(var(1)=10,-fvar(1)+1,.1)

[State 6185, 変数]
Type = VarAdd
Trigger1 = (var(1) = [20,37]) || (var(1) = [0,7])
fvar(2) = IfElse(var(1)=20,-fvar(2)+1,.1)

[State 6185, 軸位置]
Type = PosAdd
Trigger1 = 1
X = (RootDist X)

;**************************************************
[State 6185, エフェクト]
Type = Explod
Trigger1 = (var(2) < IfElse(var(0)=0,78,IfElse(var(0)=1,241,31)))
Anim = 6250+var(0)
ID = 6250
Pos = 0,50+Floor(RootDist Y)
Scale = .5,.5
Vel = 0,-4.5
SprPriority = 3
OwnPal = 1
Persistent = 16

[State 6185, エフェクト]
Type = Explod
Trigger1 = (Root,StateType != A)
Trigger1 = (var(2) < IfElse(var(0)=0,78,IfElse(var(0)=1,241,31)))
Trigger1 = (var(1) = 0) || (var(1) = 10) || (var(1) = 20)
Anim = 6255+var(0)
ID = 6255+(var(1)=10)+(var(1)=20)*2
Pos = 0,5
Scale = .5,.5
SprPriority = -3
OwnPal = 1
Persistent = 1

;**************************************************
[State 6185, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6255)
ID = 6255
Scale = fvar(0),fvar(0)*.2

[State 6185, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6256)
ID = 6256
Scale = fvar(1),fvar(1)*.2

[State 6185, エフェクト操作]
Type = ModifyExplod
Trigger1 = NumExplod(6257)
ID = 6257
Scale = fvar(2),fvar(2)*.2

;**************************************************
[State 6185, ヘルパーを消す]
Type = DestroySelf
Trigger1 = var(2) > 99+(IsHelper(6186))*160

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　スキルカード　システムカード　発動エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6190]
Physics  = N
Anim     = 6210
SprPriority = 5

[State 6190, アニメ]
Type = ChangeAnim
Trigger1 = (Time = 26)
Value = 10000

[State 6190, 変数増減]
Type = VarAdd
Trigger1 = Time > 15
var(0) = 25

[State 6190, 変数増減]
Type = VarAdd
Trigger1 = Time > 10
var(1) = 30

[State 6190, 変数増減]
Type = VarAdd
Trigger1 = 1
fvar(1) = IfElse(Time=0,1.5,IfElse(Time<10,-.265,.32))

[State 6190, 変数]
Type = VarSet
Trigger1 = Time = 0
var(3) = (IsHelper(6191))+(IsHelper(6192))*2+(IsHelper(6193))*3+(IsHelper(6194))*4

[State 6190, 変数]
Type = VarSet
Trigger1 = (Time = 0)*(!var(3))
var(3) = (IsHelper(6195))*5+(IsHelper(6196))*6+(IsHelper(6197))*7+(IsHelper(6198))*8

[State 6190, 変数]
Type = VarSet
Trigger1 = (Time = 0)*(!var(3))
var(3) = (IsHelper(6199))*9+(IsHelper(6200))*10+(IsHelper(6201))*11

[State 6190, 変数]
Type = VarSet
TriggerAll = Time > 1
Trigger1  = (Root,StateNo = 702) && (Root,Time = 1)
Trigger2  = (Root,StateNo = [715,730]) && (Root,Time = 1)
Trigger3  = (Root,Anim = 3000) && (Root,AnimElem = 4)
Trigger4  = (Root,Anim = 3010) && (Root,AnimElem = 2,=4)
Trigger5  = (Root,Anim = 3020) && (Root,AnimElem = 7)
Trigger6  = (Root,Anim = 3030) && (Root,Time = 14)
Trigger7  = (Root,Anim = 3040) && (Root,AnimElem = 4,=85)
Trigger8  = (Root,Anim = 3050) && (Root,AnimElem = 6,=1)
Trigger9  = (Root,Anim = 3060) && (Root,AnimElem = 4)
Trigger10 = (Root,Anim = 3070) && (Root,AnimElem = 2,=5)
var(4) = 1

[State 6190, 変数増減]
Type = VarAdd
Trigger1 = (Time = [0,10])
var(5) = 25-(Time=10)*19

[State 6190, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)||(Time = [50,68])
fvar(9) = IfElse(Time=0,8,-.4)

[State 6190, 変数増減]
Type = VarAdd
Trigger1 = (Time > 140)
var(10) = IfElse(TeamSide=2,5,-5)

[State 6190, 変数増減]
Type = VarAdd
Trigger1 = (Time = [41,68])
var(11) = Floor(fvar(9))

[State 6190, 変数増減]
Type = VarAdd
Trigger1 = (Time = [1,30])
fvar(0) = .075

;**************************************************
[State 6190, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 256-var(0),256

[State 6190, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6190, 角度を有効]
Type = AngleDraw
Trigger1 = 1
Value = var(1)
Scale = 1+fvar(1),1+fvar(1)

;**************************************************
[State 6190, エフェクト]
Type = Explod
Trigger1 = !var(4)
Anim = 7280
ID = 7280
Pos = IfElse(TeamSide=2,290,40)+var(10),190-var(11)
PosType = Left
Scale = .5,.5
SprPriority = 7
OwnPal = 1
OnTop = 1
Trans = AddAlpha
Alpha = var(5),256
RemoveTime = 1

[State 6190, エフェクト]
Type = Explod
Trigger1 = !var(4)
Anim = 7202+var(3)+(TeamSide=2)*50
ID = 7200
Pos = IfElse(TeamSide=2,312,8)+var(10),190-var(11)
PosType = Left
Scale = (2.75-fvar(0))/2.,(2.75-fvar(0))/2.
SprPriority = 8
OwnPal = 1
OnTop = 1
Trans = AddAlpha
Alpha = var(5),256-var(5)
RemoveTime = 1

[State -2, デバッグ表示]
Type = DisplayToClipBoard
Trigger1 = 1
Text = "var(3)=%d "
Params = var(3),
IgnoreHitPause = 1

;**************************************************
[State 6190, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 156
Trigger2 = (Time > 25) && (var(4))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　スキルカード　レベル表示
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6191]
Physics  = N
Anim     = 6220+(IsHelper(6192))+(IsHelper(6193))*2+(IsHelper(6194))*3
SprPriority = 8

[State 6191, 変数増減]
Type = VarAdd
Trigger1 = Time = [0,3]
var(0) = 80-(Time=3)*64

[State 6191, 変数増減]
Type = VarAdd
Trigger1 = Time = [60,75]
var(0) = -16

[State 6191, 移動速度]
Type = VelSet
Trigger1 = Time = 0
Y = -7

[State 6191, 速度加算]
Type = VelAdd
Trigger1 = Time = [8,17]
Y = .65

;**************************************************
[State 6191, 透明度]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = var(0),256-var(0)

[State 6191, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;**************************************************
[State 6191, ヘルパーを消す]
Type = DestroySelf
Trigger1 = Time > 75

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　スペルカード　エフェクト
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6200]
Physics  = N
Anim     = 6100
SprPriority = 9

[State 6200, アニメ]
Type = ChangeAnim
Trigger1 = (Time = 93)
Value = 10000

[State 6200, 変数増減]
Type = VarAdd
Trigger1 = (Time = [42,92])
var(0) = 5

[State 6200, 変数増減]
Type = VarAdd
Trigger1 = (Time = [1,25])
Trigger2 = (var(1) > 1) && (var(2) = 1)
var(1) = IfElse(Time<26,6,-6)

[State 6200, 変数]
Type = VarSet
Trigger1 = (Root,StateNo != [3000,3110])
Trigger1 = var(1) > 0
var(2) = 1

[State 6200, 変数]
Type = VarSet
Trigger1 = Time = 0
var(3) = (Root,StateNo=3010)+(Root,StateNo=3020)*2+(Root,StateNo=3030)*3+(Root,StateNo=3040)*4

[State 6200, 変数]
Type = VarSet
Trigger1 = (Time = 0) && (!var(3))
var(3) = (Root,StateNo=3050)*5+(Root,StateNo=3060)*6+(Root,StateNo=3070)*7+(Root,StateNo=3080)*8

[State 6200, 変数]
Type = VarSet
TriggerAll = Time > 0
Trigger1  = (Root,StateNo = 702) && (Root,Time = 1)
Trigger2  = (Root,StateNo = [715,730]) && (Root,Time = 1)
Trigger3  = (Root,Anim = 3000) && (Root,AnimElem = 4)
Trigger4  = (Root,Anim = 3010) && (Root,AnimElem = 2,=4)
Trigger5  = (Root,Anim = 3020) && (Root,AnimElem = 7)
Trigger6  = (Root,Anim = 3030) && (Root,Time = 14)
Trigger7  = (Root,Anim = 3040) && (Root,AnimElem = 4,=85)
Trigger8  = (Root,Anim = 3050) && (Root,AnimElem = 4)
Trigger9  = (Root,Anim = 3060) && (Root,AnimElem = 4)
Trigger10 = (Root,Anim = 3070) && (Root,AnimElem = 2,=5)
var(4) = 1

[State 6200, 変数増減]
Type = VarAdd
Trigger1 = (Time = [0,10])
var(5) = 25-(Time=10)*19

[State 6200, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)||(Time = [50,68])
fvar(9) = IfElse(Time=0,8,-.4)

[State 6200, 変数増減]
Type = VarAdd
Trigger1 = (Time > 140)
var(10) = IfElse(TeamSide=2,5,-5)

[State 6200, 変数増減]
Type = VarAdd
Trigger1 = (Time = [41,68])
var(11) = Floor(fvar(9))

[State 6200, 変数増減]
Type = VarAdd
Trigger1 = (Time = [1,30])
fvar(0) = .075

;**************************************************
[State 6200, 透明度]
Type = Trans
Trigger1 = 1
Trans = Add

[State 6200, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 6200, 色]
Type = PalFX
Trigger1 = 1
Mul = 256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256),256-IfElse(var(0)<256,var(0),256)
Time = 1

[State 6200, 背景の色]
Type = BGPalFX
Trigger1 = 0
Time = 1
Mul = 250-var(1),250-var(1),250-var(1)

;**************************************************
[State 6200, 角度]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 6200, 角度加算]
Type = AngleAdd
Trigger1 = Time < 93
Value = -2

[State 6200, 角度を有効]
Type = AngleDraw
Trigger1 = Time < 93
Scale = 2,2

;**************************************************
[State 6200, エフェクト]
Type = Explod
Trigger1 = !var(4)
Anim = 7280
ID = 7280
Pos = IfElse(TeamSide=2,290,40)+var(10),190-var(11)
PosType = Left
Scale = .5,.5
SprPriority = 7
OwnPal = 1
OnTop = 1
Trans = AddAlpha
Alpha = var(5),256
RemoveTime = 1
SuperMoveTime = -1
PauseMoveTime = -1

[State 6200, エフェクト]
Type = Explod
Trigger1 = !var(4)
Anim = 7214+var(3)+(TeamSide=2)*50
ID = 7200
Pos = IfElse(TeamSide=2,312,8)+var(10),190-var(11)
PosType = Left
Scale = (2.75-fvar(0))/2.,(2.75-fvar(0))/2.
SprPriority = 8
OwnPal = 1
OnTop = 1
Trans = AddAlpha
Alpha = var(5),256-var(5)
RemoveTime = 1
SuperMoveTime = -1
PauseMoveTime = -1

;**************************************************
[State 6200, ヘルパーを消す]
Type = DestroySelf
Trigger1 = ((Time > 260) && (var(1) = 0) && (var(2) = 1))

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ストーリースペル　文字表示
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6205]
Physics  = N
Anim     = 10000
SprPriority = 5

[State 6205, 変数]
Type = VarSet
Trigger1 = Time = 0
var(3) = (Root,var(58)=2)+(Root,var(58)=3)*2+(Root,var(58)=4)*3

[State 6205, 変数増減]
Type = VarAdd
Trigger1 = (Time = [0,10])
var(5) = 25-(Time=10)*19

[State 6205, 変数増減]
Type = VarAdd
Trigger1 = (Time = 0)||(Time = [50,68])
fvar(9) = IfElse(Time=0,8,-.4)

[State 6205, 変数増減]
Type = VarAdd
Trigger1 = (Time = [41,68])
var(11) = Floor(fvar(9))

[State 6205, 変数増減]
Type = VarAdd
Trigger1 = (Time = [1,30])
fvar(0) = .075

[State 6205, 特殊効果]
Type = AssertSpecial
Trigger1 = 1
Flag = TimerFreeze
IgnoreHitPause = 1

;**************************************************
[State 6205, エフェクト]
Type = Explod
Trigger1 = 1
Anim = 7280
ID = 7280
Pos = IfElse(TeamSide=2,290,40),190-var(11)
PosType = Left
Scale = .5,.5
SprPriority = 7
OwnPal = 1
OnTop = 1
Trans = AddAlpha
Alpha = var(5),256
RemoveTime = 1
SuperMoveTime = -1
PauseMoveTime = -1

[State 6205, エフェクト]
Type = Explod
Trigger1 = 1
Anim = 7222+var(3)+(TeamSide=2)*50
ID = 7200
Pos = IfElse(TeamSide=2,312,8),190-var(11)
PosType = Left
Scale = (2.75-fvar(0))/2.,(2.75-fvar(0))/2.
SprPriority = 8
OwnPal = 1
OnTop = 1
Trans = AddAlpha
Alpha = var(5),256-var(5)
RemoveTime = 1
SuperMoveTime = -1
PauseMoveTime = -1

;**************************************************
[State 6205, ヘルパーを消す]
Type = DestroySelf
Trigger1 = (Root,StateNo = [790,793]) || (RoundState > 2)

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　カットイン　夢終劇風仕様
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 6300]
Physics = N
Anim = 10000

[State 6300, カットイン]
Type = Explod
Trigger1 = IsHelper(6300)
Trigger1 = Time > 0
Anim = 6301
ID = 6300
Pos = IfElse(TeamSide=2,260-Time,60+Time),125
PosType = Left
Scale = .5,.5
Facing = IfElse(TeamSide=2,-1,1)
SprPriority = 8
OnTop = 1
RemoveTime  = 1
SuperMove = 1
PauseMoveTime = -1

[State 6300, カットイン]
Type = Explod
Trigger1 = IsHelper(6300)
Trigger1 = Time > 0
Anim = 6300
ID = 6300
Pos = IfElse(TeamSide=2,260-Time,60+Time),125
PosType = Left
Scale = .5,.5
Facing = IfElse(TeamSide=2,-1,1)
SprPriority = 9
OnTop = 1
RemoveTime  = 1
SuperMove = 1
PauseMoveTime = -1

;**************************************************
[State 6300, カットイン]
Type = Explod
Trigger1 = IsHelper(6301)
Trigger1 = Time > 0
Anim = 6300
ID = 6300
Pos = IfElse(TeamSide=2,336-Floor(fvar(3)),-16+Floor(fvar(3))),145
PosType = Left
Scale = fvar(0),fvar(1)
Facing = IfElse(TeamSide=2,-1,1)
SprPriority = -9
Trans = AddAlpha
Alpha = 256-var(0),var(0)
RemoveTime  = 1
SuperMove = 1
PauseMoveTime = -1

;**************************************************
[State 6300, 色]
Type = PalFX
Trigger1 = IsHelper(6300)
Mul = 50+var(0),50+var(0),50+var(0)
Time = 1

[State 6300, 特殊効果]
Type = AssertSpecial
Trigger1 = IsHelper(6301)
Flag = NoFG

[State 6300, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6300)
Trigger1 = Time > 0
var(0) = IfElse(Time<50,4,-4)

[State 6300, 変数増減]
Type = VarSet
Trigger1 = IsHelper(6301)
Trigger1 = Time = 0
fvar(2) = 10

[State 6300, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6301)
Trigger1 = Time = [1,23]
fvar(2) = -.4-(Time=23)*.2

[State 6300, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6301)
Trigger1 = Time > 0
fvar(3) = fvar(2)

[State 6300, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6301)
Trigger1 = Time = 0 || Time = [59,64]
fvar(0) = IfElse(Time=0,.5,IfElse(Time<61,.13,.055))

[State 6300, 変数増減]
Type = VarAdd
Trigger1 = IsHelper(6301)
Trigger1 = Time = 0 || Time = [59,64]
fvar(1) = IfElse(Time=0,.5,IfElse(Time<61,-.13,-.055))

[State 6300, エフェクトを消す]
Type = RemoveExplod
Trigger1 = IsHelper(6300)
Trigger1 = Time > 1
Trigger1 = var(0) < -44
Trigger2 = IsHelper(6301)
Trigger2 = Time > 65
ID = 6300

[State 6300, ヘルパーを消す]
Type = DestroySelf
Trigger1 = IsHelper(6300)
Trigger1 = Time > 1
Trigger1 = var(0) < -44
Trigger2 = IsHelper(6301)
Trigger2 = Time > 65

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　ゲージ　スペル背景　Rate等　表示制御
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 7000]
Physics = N
Anim = 10000
Ctrl = 0

[State 7000, オプション設定]
Type = Helper
TriggerAll = Time = 0
Trigger1 = RoundSexisted = 0
Trigger2 = (RoundSexisted != 0) && (EnemyNear,RoundSexisted = 0)
StateNo = 8887
ID = 8887
Name = "Option"
Pos = 0,0
PosType = P1
SuperMoveTime = 1000
PauseMoveTime = 1000

;**************************************************
[State 7000, 変数増減];Card
Type = VarAdd
Trigger1 = 1
var(0) = IfElse(var(0)>18,-var(0),1)

[State 7000, 変数増減]
Type = VarAdd
Trigger1 = 1
var(1) = IfElse(Root,var(35)>0,-var(1),1)

[State 7000, 変数増減]
Type = VarAdd
Trigger1 = 1
var(2) = IfElse(Root,var(36)>0,-var(2),1)

[State 7000, 変数増減]
Type = VarAdd
Trigger1 = 1
var(3) = IfElse(Root,var(37)>0,-var(3),1)

[State 7000, 変数増減]
Type = VarAdd
Trigger1 = 1
var(4) = IfElse(Root,var(38)>0,-var(4),1)

[State 7000, 変数増減]
Type = VarAdd
Trigger1 = 1
var(5) = IfElse(Root,var(39)>0,-var(5),1)

[State 7000, 変数]
Type = VarSet
Trigger1 = var(1) != 1
var(35) = Root,var(35)

[State 7000, 変数]
Type = VarSet
Trigger1 = var(2) != 1
var(36) = Root,var(36)

[State 7000, 変数]
Type = VarSet
Trigger1 = var(3) != 1
var(37) = Root,var(37)

[State 7000, 変数]
Type = VarSet
Trigger1 = var(4) != 1
var(38) = Root,var(38)

[State 7000, 変数]
Type = VarSet
Trigger1 = var(5) != 1
var(39) = Root,var(39)

;**************************************************
[State 7000, 変数];Info制御
Type = VarSet
Trigger1 = (Root,fvar(39) != 100)
Trigger1 = EnemyNear,GetHitVar(HitCount) > 0
var(17) = 1+(EnemyNear,GetHitVar(HitCount)>1)

[State 7000, 変数増減]
Type = VarAdd
Trigger1 = (Root,fvar(39) = 100) && (var(17) = [2,132])
var(17) = 1

[State 7000, 変数]
Type = VarSet
Trigger1 = Root,var(7) = 99
Trigger2 = (var(51) = 1) && (Root,var(7) = 0)
var(51) = (Root,var(7) = 99)

[State 7000, 変数]
Type = VarSet
Trigger1 = var(17) < 3
fvar(0) = 256

[State 7000, 変数増減]
Type = VarAdd
Trigger1 = var(17) = [103,132]
fvar(0) = -8.5-(var(17)=103)

[State 7000, 変数]
Type = VarRangeSet
Trigger1 = (var(17) < 2)
Value = 45
First = 18
Last = 24

[State 7000, 変数]
Type = VarSet
Trigger1 = Root,NumHelper(6155)
Trigger1 = (var(17) = 1)
Trigger2 = (var(17) < 1) || (var(17) > 2)
var(31) = Root,NumHelper(6155)

[State 7000, 変数増減]
Type = VarAdd
Trigger1 = (var(17) = [2,132]) && (var(18) > 0)
var(18) = -(var(18)=45)-(var(18)=44)*15-(var(18)=29)*11-(var(18)=18)*9-(var(18)=9)*5-(var(18)=4)*4

[State 7000, 変数増減];Rift Attack
Type = VarAdd
TriggerAll = (var(17) = [2,132]) && (var(19) > 0)
Trigger1 = Floor(Root,fvar(25)*.0001) != 0
Trigger2 = var(19) < 45
var(19) = -(var(19)=45)-(var(19)=44)*15-(var(19)=29)*11-(var(19)=18)*9-(var(19)=9)*5-(var(19)=4)*4

[State 7000, 変数増減];Smash Attack
Type = VarAdd
TriggerAll = (var(17) = [2,132]) && (var(20) > 0)
TriggerAll = (var(19) != 44)
Trigger1 = Floor(Root,fvar(25)*.001)%10 != 0
Trigger2 = var(20) < 45
var(20) = -(var(20)=45)-(var(20)=44)*15-(var(20)=29)*11-(var(20)=18)*9-(var(20)=9)*5-(var(20)=4)*4

[State 7000, 変数増減];Chain Spell
Type = VarAdd
TriggerAll = (var(17) = [2,132]) && (var(21) > 0)
TriggerAll = (var(19) != 44) && (var(20) != 44)
Trigger1 = Floor(Root,fvar(25)*.01)%10 != 0
Trigger1 = var(51)
Trigger2 = var(21) < 45
var(21) = -(var(21)=45)-(var(21)=44)*15-(var(21)=29)*11-(var(21)=18)*9-(var(21)=9)*5-(var(21)=4)*4

[State 7000, 変数増減];Chain Arts
Type = VarAdd
TriggerAll = (var(17) = [2,132]) && (var(22) > 0)
TriggerAll = (var(19) != 44) && (var(20) != 44) && (var(21) != 44)
Trigger1 = Floor(Root,fvar(25)*.1)%10 != 0
Trigger1 = var(51)
Trigger2 = var(22) < 45
var(22) = -(var(22)=45)-(var(22)=44)*15-(var(22)=29)*11-(var(22)=18)*9-(var(22)=9)*5-(var(22)=4)*4

[State 7000, 変数増減];Border Resist
Type = VarAdd
TriggerAll = (var(17) = [2,132]) && (var(23) > 0)
TriggerAll = (var(19) != 44) && (var(20) != 44) && (var(21) != 44) && (var(22) != 44)
Trigger1 = Floor(Root,fvar(25))%10 != 0
Trigger2 = var(23) < 45
var(23) = -(var(23)=45)-(var(23)=44)*15-(var(23)=29)*11-(var(23)=18)*9-(var(23)=9)*5-(var(23)=4)*4

[State 7000, 変数増減];Counter Hit
Type = VarAdd
TriggerAll = (var(17) = [2,132]) && (var(24) > 0)
TriggerAll = (var(19) != 44) && (var(20) != 44) && (var(21) != 44) && (var(22) != 44) && (var(23) != 44)
Trigger1 = var(31)
Trigger2 = var(24) < 45
var(24) = -(var(24)=45)-(var(24)=44)*15-(var(24)=29)*11-(var(24)=18)*9-(var(24)=9)*5-(var(24)=4)*4

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(19) = 29)
var(25) = NumExplod(6320)+(!NumExplod(6320))

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(20) = 29)
var(26) = NumExplod(6320)+(!NumExplod(6320))

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(21) = 29)
var(27) = NumExplod(6320)+(!NumExplod(6320))

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(22) = 29)
var(28) = NumExplod(6320)+(!NumExplod(6320))

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(23) = 29)
var(29) = NumExplod(6320)+(!NumExplod(6320))

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(24) = 29)
var(30) = NumExplod(6320)+(!NumExplod(6320))

;**************************************************
[State 7000, 変数];Rate
Type = VarSet
Trigger1 = (var(17) = [1,2])
fvar(39) = IfElse((Root,fvar(39)<=1),1.1,Root,fvar(39)*10)

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(17) = [1,2])
var(10) = Floor(fvar(39)*.001)

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(17) = [1,2])
var(11) = Floor(fvar(39)*.01)%10

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(17) = [1,2])
var(12) = Floor(fvar(39)*.1)%10

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(17) = [1,2])
var(13) = Floor(fvar(39))%10

;**************************************************
[State 7000, 変数];ComboLimit
Type = VarSet
Trigger1 = (var(17) = [1,2])
var(14) = Floor(Root,fvar(27)*.01)

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(17) = [1,2])
var(15) = Floor(Root,fvar(27)*.1)%10

[State 7000, 変数]
Type = VarSet
Trigger1 = (var(17) = [1,2])
var(16) = Floor(Root,fvar(27))%10

;**************************************************
[State 7000, 変数];霊ゲージ赤
Type = VarSet
Trigger1 = 1
fvar(37) = IfElse(Root,fvar(37)>=5000,5000,Root,fvar(37))

[State 7000, 変数];Gauge
Type = VarSet
Trigger1 = 1
fvar(38) = IfElse(Root,fvar(38)>=5000,5000,Root,fvar(38))

[State 7000, 変数]
Type = VarSet
Trigger1 = 1
var(50) = Root,var(50)

;**************************************************
[State 7000, 変数];BackGround
Type = VarSet
Trigger1 = 1
var(40) = ((Root,StateNo = [3000,3999]) && (Root,var(4) != 3061) && (Root,MoveType != H)) || (Root,NumHelper(6205))

[State 7000, 変数増減]
Type = VarAdd
Trigger1 = (!var(40)) && (var(41) > 0)
Trigger2 = (var(40)) && (var(41) < 256)
var(41) = IfElse(var(40),6,-6)

[State 7000, 変数]
Type = VarSet
Trigger1 = 0
var(41) = 256

[State 7000, 変数]
Type = VarAdd
Trigger1 = 1
var(42) = 1-(var(42)=256)*256

;**************************************************
[State 7000, 色]
Type = PalFX
Trigger1 = var(41)
Mul = IfElse(var(41)>256,128,Floor(var(41)*.375)),IfElse(var(41)>256,128,Floor(var(41)*.375)),IfElse(var(41)>256,256,var(41))
Time = 1

[State 7000, 色]
Type = BGPalFX
Trigger1 = var(41)
Trigger1 = !NumHelper(3070)
Mul = -IfElse(var(41)>256,128,var(41)/2)+256,-IfElse(var(41)>256,128,var(41)/2)+256,-IfElse(var(41)>256,128,var(41)/2)+256
Time = 1

[State 7000, 特殊効果]
Type = AssertSpecial
TriggerAll = ((Root,Alive) && (Root,var(59)))
TriggerAll = Root,var(58) < 4
TriggerAll = Root,var(54)
TriggerAll = fvar(14) = 1
Trigger1 = NumEnemy = 1
Trigger1 = (Enemy,Alive) && (Enemy,Life > 0)
Trigger2 = NumEnemy = 2
Trigger2 = ((Enemy(0),Alive) && (Enemy(0),Life > 0) && (Enemy(1),Alive) && (Enemy(1),Life > 0))
Flag = NoKO

[State 7000, エフェクトを消す]
Type = RemoveExplod
Trigger1 = NumExplod(6320)
ID = 6320

;**************************************************
[State 7000, スペル背景-1]
Type = Explod
Trigger1 = var(41) > 6 && Root,var(4) != 3061
Anim        = 6400
ID          = 6400
Pos         = Floor(-var(42)*.5),Floor(-var(42)*.5)
PosType     = Left
RemoveTime  = 1
Scale       = .5,.5
SprPriority = -10
Ownpal      = 0
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, スペル背景-2]
Type = Explod
Trigger1 = var(41) > 6 && Root,var(4) != 3061
Anim        = 6400
ID          = 6400
Pos         = Floor(var(42)*.5),Floor(-var(42)*.5)
PosType     = Right
Facing      = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = -10
Ownpal      = 0
SuperMove   = 1
PauseMoveTime  = -1

;**************************************************
[State 7000, Rete-Limit]
Type = Explod
Trigger1 = var(17) = [2,132]
Anim = 6310
ID = 6310
Pos = IfElse(TeamSide=2,265+var(18),8-var(18)),105+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, Rete]
Type = Explod
Trigger1 = var(17) = [2,132]
Trigger1 = fvar(39) >= 1000
Anim = 6330+var(10)
ID = 6330
Pos = IfElse(TeamSide=2,293+var(18),36-var(18)),105+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, Rete]
Type = Explod
Trigger1 = var(17) = [2,132]
Trigger1 = fvar(39) >= 100
Anim = 6330+var(11)
ID = 6330
Pos = IfElse(TeamSide=2,297+var(18),40-var(18)),105+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, Rete]
Type = Explod
Trigger1 = var(17) = [2,132]
Anim = 6330+var(12)
ID = 6330
Pos = IfElse(TeamSide=2,301+var(18),44-var(18)),105+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, Rete]
Type = Explod
Trigger1 = var(17) = [2,132]
Anim = 6330+var(13)
ID = 6330
Pos = IfElse(TeamSide=2,307+var(18),50-var(18)),105+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

;**************************************************
[State 7000, Limit]
Type = Explod
Trigger1 = var(17) = [2,132]
Trigger1 = var(14)
Anim = 6330+var(14)
ID = 6330
Pos = IfElse(TeamSide=2,299+var(18),42-var(18)),112+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, Limit]
Type = Explod
Trigger1 = var(17) = [2,132]
Trigger1 = var(15) || ((!var(15)) && (var(14)))
Anim = 6330+var(15)
ID = 6330
Pos = IfElse(TeamSide=2,303+var(18),46-var(18)),112+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, Limit]
Type = Explod
Trigger1 = var(17) = [2,132]
Anim = 6330+var(16)
ID = 6330
Pos = IfElse(TeamSide=2,307+var(18),50-var(18)),112+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

;**************************************************
[State 7000, Rift Attack]
Type = Explod
Trigger1 = (var(17) = [2,132]) && (var(19) < 45)
Anim = 6320
ID = 6320
Pos = IfElse(TeamSide=2,265+var(19),8-var(19)),(116+var(25)*6)+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, Smash Attack]
Type = Explod
Trigger1 = (var(17) = [2,132]) && (var(20) < 45)
Anim = 6321
ID = 6320
Pos = IfElse(TeamSide=2,265+var(20),8-var(20)),(116+var(26)*6)+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, Chain Spell]
Type = Explod
Trigger1 = (var(17) = [2,132]) && (var(21) < 45)
Anim = 6322
ID = 6320
Pos = IfElse(TeamSide=2,265+var(21),8-var(21)),(116+var(27)*6)+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, Chain Arts]
Type = Explod
Trigger1 = (var(17) = [2,132]) && (var(22) < 45)
Anim = 6323
ID = 6320
Pos = IfElse(TeamSide=2,265+var(22),8-var(22)),(116+var(28)*6)+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, Border Resist]
Type = Explod
Trigger1 = (var(17) = [2,132]) && (var(23) < 45)
Anim = 6324
ID = 6320
Pos = IfElse(TeamSide=2,265+var(23),8-var(23)),(116+var(29)*6)+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

[State 7000, Counter Hit]
Type = Explod
Trigger1 = (var(17) = [2,132]) && (var(24) < 45)
Anim = 6325
ID = 6320
Pos = IfElse(TeamSide=2,265+var(24),8-var(24)),(116+var(30)*6)+(var(50)<Root,ID)*60
PosType = Left
BindTime = -1
Scale = .5,.5
Ownpal = 1
SprPriority = 20
Trans = AddAlpha
Alpha = Floor(fvar(0)),256-Floor(fvar(0))
RemoveTime = 1
SuperMove   = 1
PauseMoveTime  = -1

;**************************************************
;カードゲージ
[State 7000, 枠-5]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(39) > 0
Trigger1 = ((fvar(38) = [1000,5000]) && (var(35) = 28)+(var(35) = [30,31]))
Anim        = 7101
ID          = 7401
Pos         = IfElse(TeamSide=2,266-var(8)-(var(50)<Root,ID)*60,54+var(8)+(var(50)<Root,ID)*60),226+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, 空-5]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(39) > 0
Trigger1 = ((fvar(38) = [0,999.0]) || (var(35) != 28)*(var(35) != [30,31]))
Anim        = 7102
ID          = 7402
Pos         = IfElse(TeamSide=2,266-var(8)-(var(50)<Root,ID)*60,54+var(8)+(var(50)<Root,ID)*60),226+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ量-5]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(39) > 0
Trigger1 = fvar(38) = [4000,4999.9]
Anim        = 7110+IfElse(Floor((fvar(38)-4000)*.027)>26,26,Floor((fvar(38)-4000)*.027))
ID          = 7410
Pos         = IfElse(TeamSide=2,266-var(8)-(var(50)<Root,ID)*60,54+var(8)+(var(50)<Root,ID)*60),226+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, カード表示音-5]
Type = PlaySnd
Trigger1 = fvar(38) = 5000
Trigger1 = NumExplod(7410)
Value = s2,5
IgnoreHitPause = 1

[State 7000, スペルカード-5]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(39) > 0
Trigger1 = fvar(38) = 5000
Anim        = 7290+var(39)
ID          = 7611
Pos         = IfElse(TeamSide=2,266-var(8)-(var(50)<Root,ID)*60,54+var(8)+(var(50)<Root,ID)*60),226+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .2,.2
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ消費枠-5]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(39) > 0
Trigger1 = ((var(35) = 28)+(var(35) = [30,31])) && (fvar(38) = 5000)
Anim        = 7180+var(0)
ID          = 7480
Pos         = IfElse(TeamSide=2,266-var(8)-(var(50)<Root,ID)*60,54+var(8)+(var(50)<Root,ID)*60),226+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

;**************************************************
[State 7000, 枠-4]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(38) > 0
Trigger1 = ((fvar(38) = [1000,5000]) && (var(35) > 26))
Anim        = 7101
ID          = 7301
Pos         = IfElse(TeamSide=2,274-var(8)-(var(50)<Root,ID)*60,46+var(8)+(var(50)<Root,ID)*60),225+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, 空-4]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(38) > 0
Trigger1 = ((fvar(38) = [0,999.9]) || (var(35) < 27))
Anim        = 7102
ID          = 7302
Pos         = IfElse(TeamSide=2,274-var(8)-(var(50)<Root,ID)*60,46+var(8)+(var(50)<Root,ID)*60),225+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ量-4]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(38) > 0
Trigger1 = fvar(38) = [3000,3999.9]
Anim        = 7110+IfElse(Floor((fvar(38)-3000)*.027)>26,26,Floor((fvar(38)-3000)*.027))
ID          = 7310
Pos         = IfElse(TeamSide=2,274-var(8)-(var(50)<Root,ID)*60,46+var(8)+(var(50)<Root,ID)*60),225+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, カード表示音-4]
Type = PlaySnd
Trigger1 = fvar(38) = [4000,5000]
Trigger1 = NumExplod(7310)
Value = s2,5
IgnoreHitPause = 1

[State 7000, スペルカード-4]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(38) > 0
Trigger1 = fvar(38) = [4000,5000]
Anim        = 7290+var(38)
ID          = 7511
Pos         = IfElse(TeamSide=2,274-var(8)-(var(50)<Root,ID)*60,46+var(8)+(var(50)<Root,ID)*60),225+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .2,.2
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ消費枠-4]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(38) > 0
Trigger1 = ((var(35) = 27)+(var(35) = 29)) && (fvar(38) = [4000,5000])
Trigger2 = ((var(35) = 28)+(var(35) = [30,31])) && (fvar(38) = 5000)
Anim        = 7180+var(0)
ID          = 7380
Pos         = IfElse(TeamSide=2,274-var(8)-(var(50)<Root,ID)*60,46+var(8)+(var(50)<Root,ID)*60),225+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

;**************************************************
[State 7000, 枠-3]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(37) > 0
Trigger1 = ((fvar(38) = [1000,5000]) && ((var(35) = [24,25]) || (var(35) = [27,31])))
Anim        = 7101
ID          = 7201
Pos         = IfElse(TeamSide=2,282-var(8)-(var(50)<Root,ID)*60,38+var(8)+(var(50)<Root,ID)*60),224+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, 空-3]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(37) > 0
Trigger1 = ((fvar(38) = [0,999.9]) || ((var(35) != [24,25])*(var(35) != [27,31])))
Anim        = 7102
ID          = 7202
Pos         = IfElse(TeamSide=2,282-var(8)-(var(50)<Root,ID)*60,38+var(8)+(var(50)<Root,ID)*60),224+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ量-3]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(37) > 0
Trigger1 = fvar(38) = [2000,2999.9]
Anim        = 7110+IfElse(Floor((fvar(38)-2000)*.027)>26,26,Floor((fvar(38)-2000)*.027))
ID          = 7210
Pos         = IfElse(TeamSide=2,282-var(8)-(var(50)<Root,ID)*60,38+var(8)+(var(50)<Root,ID)*60),224+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, カード表示音-3]
Type = PlaySnd
Trigger1 = fvar(38) = [3000,5000]
Trigger1 = NumExplod(7210)
Value = s2,5
IgnoreHitPause = 1

[State 7000, スペルカード-3]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(37) > 0
Trigger1 = fvar(38) = [3000,5000]
Anim        = 7290+var(37)
ID          = 7411
Pos         = IfElse(TeamSide=2,282-var(8)-(var(50)<Root,ID)*60,38+var(8)+(var(50)<Root,ID)*60),224+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .2,.2
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ消費枠-3]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(37) > 0
Trigger1 = (var(35) = [24,25]) && (fvar(38) = [3000,5000])
Trigger2 = ((var(35) = 27)+(var(35) = 29)) && (fvar(38) = [4000,5000])
Trigger3 = ((var(35) = 28)+(var(35) = [30,31])) && (fvar(38) = 5000)
Anim        = 7180+var(0)
ID          = 7280
Pos         = IfElse(TeamSide=2,282-var(8)-(var(50)<Root,ID)*60,38+var(8)+(var(50)<Root,ID)*60),224+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

;**************************************************
[State 7000, 枠-2]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(36) > 0
Trigger1 = ((fvar(38) = [1000,5000]) && (var(35) > 23))
Anim        = 7101
ID          = 7101
Pos         = IfElse(TeamSide=2,290-var(8)-(var(50)<Root,ID)*60,30+var(8)+(var(50)<Root,ID)*60),223+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, 空-2]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(36) > 0
Trigger1 = ((fvar(38) = [0,999.9]) || (var(35) < 24))
Anim        = 7102
ID          = 7102
Pos         = IfElse(TeamSide=2,290-var(8)-(var(50)<Root,ID)*60,30+var(8)+(var(50)<Root,ID)*60),223+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ量-2]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(36) > 0
Trigger1 = fvar(38) = [1000,1999.9]
Anim        = 7110+IfElse(Floor((fvar(38)-1000)*.027)>26,26,Floor((fvar(38)-1000)*.027))
ID          = 7110
Pos         = IfElse(TeamSide=2,290-var(8)-(var(50)<Root,ID)*60,30+var(8)+(var(50)<Root,ID)*60),223+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, カード表示音-2]
Type = PlaySnd
Trigger1 = fvar(38) = [2000,5000]
Trigger1 = NumExplod(7110)
Value = s2,5
IgnoreHitPause = 1

[State 7000, スペルカード-2]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(36) > 0
Trigger1 = fvar(38) = [2000,5000]
Anim        = 7290+var(36)
ID          = 7311
Pos         = IfElse(TeamSide=2,290-var(8)-(var(50)<Root,ID)*60,30+var(8)+(var(50)<Root,ID)*60),223+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .2,.2
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ消費枠-2]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(36) > 0
Trigger1 = (var(35) = 26) && (fvar(38) = [2000,5000])
Trigger2 = (var(35) = [24,25]) && (fvar(38) = [3000,5000])
Trigger3 = ((var(35) = 27)+(var(35) = 29)) && (fvar(38) = [4000,5000])
Trigger4 = ((var(35) = 28)+(var(35) = [30,31])) && (fvar(38) = 5000)
Anim        = 7180+var(0)
ID          = 7180
Pos         = IfElse(TeamSide=2,290-var(8)-(var(50)<Root,ID)*60,30+var(8)+(var(50)<Root,ID)*60),223+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

;**************************************************
[State 7000, 枠-1]
Type = Explod
TriggerAll = 0;RoundState = 2
Trigger1 = var(35) > 0
Anim        = 7001
ID          = 7001
Pos         = IfElse(TeamSide=2,305-var(8)-(var(50)<Root,ID)*60,15+var(8)+(var(50)<Root,ID)*60),210+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, 空-1]
Type = Explod
TriggerAll = RoundState = 2
Trigger1 = var(35) > 0
Anim        = 7002
ID          = 7002
Pos         = IfElse(TeamSide=2,305-var(8)-(var(50)<Root,ID)*60,15+var(8)+(var(50)<Root,ID)*60),220+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ量-1]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(35) > 0
Trigger1 = fvar(38) = [0,999.9]
Anim        = 7010+IfElse(Floor(fvar(38)*.065)>64,64,Floor(fvar(38)*.065))
ID          = 7010
Pos         = IfElse(TeamSide=2,305-var(8)-(var(50)<Root,ID)*60,15+var(8)+(var(50)<Root,ID)*60),220+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, カード表示音-1]
Type = PlaySnd
Trigger1 = fvar(38) = [1000,5000]
Trigger1 = NumExplod(7010)
Value = s2,5
IgnoreHitPause = 1

[State -2, スペルカード-1]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(35) > 0
Trigger1 = fvar(38) = [1000,5000]
Anim        = 7290+var(35)
ID          = 7301
Pos         = IfElse(TeamSide=2,305-var(8)-(var(50)<Root,ID)*60,15+var(8)+(var(50)<Root,ID)*60),220+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ消費枠-1]
Type = Explod
TriggerAll = RoundState = 2
TriggerAll = var(35) > 0
Trigger1 = (var(35) = [10,23]) && (fvar(38) = [1000,5000])
Trigger2 = (var(35) = 26) && (fvar(38) = [2000,5000])
Trigger3 = (var(35) = [24,25]) && (fvar(38) = [3000,5000])
Trigger4 = ((var(35) = 27)+(var(35) = 29)) && (fvar(38) = [4000,5000])
Trigger5 = ((var(35) = 28)+(var(35) = [30,31])) && (fvar(38) = 5000)
Anim        = 7080+var(0)
ID          = 7080
Pos         = IfElse(TeamSide=2,305-var(8)-(var(50)<Root,ID)*60,15+var(8)+(var(50)<Root,ID)*60),220+var(9)-(NumPartner)*4
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−
;霊力ゲージ
[State 7000, 霊力ゲージ枠]
Type = Explod
Trigger1 = RoundState = 2
Trigger1 = (!NumPartner) || ((NumPartner) && (var(50) = Root,ID)) || (var(50) > Root,ID)
Anim        = 7290+(TeamSide=2)
ID          = 72900
Pos         = IfElse(TeamSide=2,252-var(6),67+var(6)),233+var(7)
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = .5,.5
SprPriority = 6
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

;**************************************************
[State 7000, ゲージ赤-1]
Type = Explod
Trigger1 = RoundState = 2
Trigger1 = fvar(37) = [0,999.9]
Anim        = 7296+(TeamSide=2)
ID          = 72920
Pos         = IfElse(TeamSide=2,252-var(6),67+var(6)),233-var(7)+IfElse(NumPartner,(var(50)<Root,ID)*2,0)
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = IfElse(fvar(37)>1000,.5,fvar(37)/2000.0),.5-((NumPartner)*.25*(var(50)!=Root,ID))
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ赤-2]
Type = Explod
Trigger1 = RoundState = 2
Trigger1 = fvar(37) = [1000,1999.9]
Anim        = 7296+(TeamSide=2)
ID          = 72921
Pos         = IfElse(TeamSide=2,239-var(6),80+var(6)),233+var(7)+IfElse(NumPartner,(var(50)<Root,ID)*2,0)
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = IfElse(fvar(37)<1000,0,IfElse(fvar(37)>2000,.5,(Root,fvar(37)-1000)/2000.0)),.5-((NumPartner)*.25*(var(50)!=Root,ID))
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ赤-3]
Type = Explod
Trigger1 = RoundState = 2
Trigger1 = fvar(37) = [2000,2999.9]
Anim        = 7296+(TeamSide=2)
ID          = 72922
Pos         = IfElse(TeamSide=2,226-var(6),93+var(6)),233+var(7)+IfElse(NumPartner,(var(50)<Root,ID)*2,0)
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = IfElse(fvar(37)<2000,0,IfElse(fvar(37)>3000,.5,(Root,fvar(37)-2000)/2000.0)),.5-((NumPartner)*.25*(var(50)!=Root,ID))
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ赤-4]
Type = Explod
Trigger1 = RoundState = 2
Trigger1 = fvar(37) = [3000,3999.9]
Anim        = 7296+(TeamSide=2)
ID          = 72923
Pos         = IfElse(TeamSide=2,213-var(6),106+var(6)),233+var(7)+IfElse(NumPartner,(var(50)<Root,ID)*2,0)
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = IfElse(fvar(37)<3000,0,IfElse(fvar(37)>4000,.5,(Root,fvar(37)-3000)/2000.0)),.5-((NumPartner)*.25*(var(50)!=Root,ID))
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ赤-5]
Type = Explod
Trigger1 = RoundState = 2
Trigger1 = fvar(37) = [4000,4999.9]
Anim        = 7296+(TeamSide=2)
ID          = 72924
Pos         = IfElse(TeamSide=2,200-var(6),119+var(6)),233+var(7)+IfElse(NumPartner,(var(50)<Root,ID)*2,0)
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = IfElse(fvar(37)<4000,0,(fvar(37)-4000)/2000.0),.5-((NumPartner)*.25*(var(50)!=Root,ID))
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

;**************************************************
[State 7000, ゲージ青-1]
Type = Explod
Trigger1 = RoundState = 2
Trigger1 = Root,fvar(36) = [0,5000]
Anim        = 7294-(Root,fvar(36)>=1000)*2+(TeamSide=2)
ID          = 72910
Pos         = IfElse(TeamSide=2,252-var(6),67+var(6)),233+var(7)+IfElse(NumPartner,(var(50)<Root,ID)*2,0)
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = IfElse(Root,fvar(36)>1000,.5,Root,fvar(36)/2000.0),.5-((NumPartner)*.25*(var(50)!=Root,ID))
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ青-2]
Type = Explod
Trigger1 = RoundState = 2
Trigger1 = Root,fvar(36) = [1000,5000]
Anim        = 7294-(Root,fvar(36)>=2000)*2+(TeamSide=2)
ID          = 72910
Pos         = IfElse(TeamSide=2,239-var(6),80+var(6)),233+var(7)+IfElse(NumPartner,(var(50)<Root,ID)*2,0)
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = IfElse(Root,fvar(36)<1000,0,IfElse(Root,fvar(36)>2000,.5,(Root,fvar(36)-1000)/2000.0)),.5-((NumPartner)*.25*(var(50)!=Root,ID))
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ青-3]
Type = Explod
Trigger1 = RoundState = 2
Trigger1 = Root,fvar(36) = [2000,5000]
Anim        = 7294-(Root,fvar(36)>=3000)*2+(TeamSide=2)
ID          = 72910
Pos         = IfElse(TeamSide=2,226-var(6),93+var(6)),233+var(7)+IfElse(NumPartner,(var(50)<Root,ID)*2,0)
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = IfElse(Root,fvar(36)<2000,0,IfElse(Root,fvar(36)>3000,.5,(Root,fvar(36)-2000)/2000.0)),.5-((NumPartner)*.25*(var(50)!=Root,ID))
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ青-4]
Type = Explod
Trigger1 = RoundState = 2
Trigger1 = Root,fvar(36) = [3000,5000]
Anim        = 7294-(Root,fvar(36)>=4000)*2+(TeamSide=2)
ID          = 72910
Pos         = IfElse(TeamSide=2,213-var(6),106+var(6)),233+var(7)+IfElse(NumPartner,(var(50)<Root,ID)*2,0)
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = IfElse(Root,fvar(36)<3000,0,IfElse(Root,fvar(36)>4000,.5,(Root,fvar(36)-3000)/2000.0)),.5-((NumPartner)*.25*(var(50)!=Root,ID))
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ゲージ青-5]
Type = Explod
Trigger1 = RoundState = 2
Trigger1 = Root,fvar(36) = [4000,5000]
Anim        = 7294-(Root,fvar(36)>=5000)*2+(TeamSide=2)
ID          = 72910
Pos         = IfElse(TeamSide=2,200-var(6),119+var(6)),233+var(7)+IfElse(NumPartner,(var(50)<Root,ID)*2,0)
PosType     = Left
Facing      = 1
BindTime    = -1
RemoveTime  = 1
Scale       = IfElse(Root,fvar(36)<4000,0,(Root,fvar(36)-4000)/2000.0),.5-((NumPartner)*.25*(var(50)!=Root,ID))
SprPriority = 7
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, 変数]
Type = VarAdd
Trigger1 = (fvar(30) = 0)*(Root,fvar(37) = [1000,1999])
Trigger2 = (fvar(30) = 1)*(Root,fvar(37) = [2000,2999])
Trigger3 = (fvar(30) = 2)*(Root,fvar(37) = [3000,3999])
Trigger4 = (fvar(30) = 3)*(Root,fvar(37) = [4000,4999])
Trigger5 = (fvar(30) = 4)*(Root,fvar(37) >= 5000)
Trigger6 = (fvar(31) = [1,18])
fvar(31) = 1-(fvar(31)=18)*19

[State 7000, 変数]
Type = VarSet
Trigger1 = (fvar(31) = 0)
fvar(30) = (fvar(37)=[1000,5000])+(fvar(37)=[2000,5000])+(fvar(37)=[3000,5000])+(fvar(37)=[4000,5000])+(fvar(37)>=5000)

[State 7000, ボーダーリカバリー]
Type = Explod
TriggerAll = RoundState = 2
Trigger1 = fvar(31) > 0
Anim        = 7350+Floor(fvar(31))
ID          = 72930
Pos         = IfElse(TeamSide=2,246-Floor(fvar(30)*13)-var(6),73+Floor(fvar(30)*13)+var(6)),235+var(7)+IfElse(NumPartner,(var(50)<Root,ID)*2,0)
PosType     = Left
Facing      = 1
BindTime    = -1
Scale       = .5,.5
SprPriority = 8
OnTop       = 1
Ownpal      = 1
SuperMove   = 1
PauseMoveTime  = -1
IgnoreHitPause = 1

[State 7000, ボーダーリカバリー音]
Type = PlaySnd
TriggerAll = RoundState = 2
Trigger1 = fvar(31) = 1
Value = s2,6
IgnoreHitPause = 1

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　スーパーアーマー
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 11000]
Type     = U
MoveType = H
Physics  = N

[State 11000, ライフ増減]
Type = LifeAdd
Trigger1 = Time = 0
Trigger1 = var(51) != 3530
Value = -Ceil((GetHitVar(Damage))*.75-(var(55)>2)*.25)

[State 11000, ライフ増減]
Type = LifeAdd
Trigger1 = Time = 0
Trigger1 = (GetHitVar(Damage))*IfElse(Life>IfElse(var(55)=2,150,200),(Life/1000.0),IfElse(var(55)=2,.15,.2)) < 50
Trigger1 = var(55) < 4
Trigger1 = var(51) = 3530
Value = -Ceil((GetHitVar(Damage))*IfElse(Life>IfElse(var(55)=2,150,200),(Life/1000.0),IfElse(var(55)=2,.15,.2)))

[State 11000, ライフ増減]
Type = LifeAdd
Trigger1 = Time = 0
Trigger1 = ((GetHitVar(Damage))*IfElse(Life>700,.7,(Life/1000.0))) < 50
Trigger1 = var(55) = 4
Trigger1 = var(51) = 3530
Value = -Ceil((GetHitVar(Damage))*IfElse(Life>700,.7,(Life/1000.0)))

[State 11000, ライフ増減]
Type = LifeAdd
TriggerAll = Time = 0
TriggerAll = var(51) = 3530
Trigger1 = var(55) < 4
Trigger1 = (GetHitVar(Damage))*IfElse(Life>IfElse(var(55)=2,150,200),(Life/1000.0),IfElse(var(55)=2,.15,.2)) > 49
Trigger2 = var(55) = 4
Trigger2 = ((GetHitVar(Damage))*IfElse(Life>700,.7,(Life/1000.0))) > 49
Value = -50

;**************************************************
[State 11000, 無敵]
Type = NotHitBy
Trigger1 = Time = 0
Trigger1 = var(51) = 3530
Value = SCA
Time = 10

[State 11000, やられ上書き]
Type = HitOverride
Trigger1 = 1
Attr = SCA,AA,AP,AT
StateNo = IfElse(Life>0,var(51),5020)
Time = 1

[State 11000, スクロール]
Type = ScreenBound
Trigger1 = var(51) = 3530
Value = 1
MoveCamera = 1,0

[State 11000, 押さない]
Type = PlayerPush
Trigger1 = 1
Value = 0

;**************************************************
[State 11000, ステート変更]
Type = ChangeState
Trigger1 = 1
Value = IfElse(Life>0,var(51),5020)
Ctrl = 0

;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
;　AI起動 変数用
;＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝＝
[Statedef 12345]
Anim = 10000
Ctrl = 0

[State 12345, 振り返る]
Type = Turn
Trigger1 = Facing != Root,Facing

[State 12345, 変数]
Type = VarSet
TriggerAll = IsHelper
TriggerAll = Facing = Root,Facing
TriggerAll = !var(59)
TriggerAll = var(50)= (GameTime)-1
Trigger1 = (Command = "up")*(Root,Command = "up")*((RoundState=2)*(Root,Ctrl))
Trigger2 = (Command = "down")*(Root,Command = "down")*((RoundState=2)*(Root,Ctrl))
Trigger3 = (Command = "back")*(Root,Command = "back")*((RoundState=2)*(Root,Ctrl))
Trigger4 = (Command = "fwd")*(Root,Command = "fwd")*((RoundState=2)*(Root,Ctrl))
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(59) = -1

[State 12345, ヘルパーを消す]
Type = DestroySelf
TriggerAll = (IsHelper)*(var(59) < 0)*(!Root,var(59))
Trigger1  = (var(59) < 0)
Trigger2  = (Command = "up")*(Root,Command = "up")*((RoundState=2)*(Root,Ctrl))
Trigger3  = (Command = "down")*(Root,Command = "down")*((RoundState=2)*(Root,Ctrl))
Trigger4  = (Command = "back")*(Root,Command = "back")*((RoundState=2)*(Root,Ctrl))
Trigger5  = (Command = "fwd")*(Root,Command = "fwd")*((RoundState=2)*(Root,Ctrl))
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 12345, 変数]
Type = VarSet
TriggerAll = IsHelper
TriggerAll = Facing = Root,Facing
TriggerAll = var(59) != -1
TriggerAll = var(50)= (GameTime)-1
Trigger1 = ((Root,Command="up")+(Root,Command="down")+(Root,Command="back")+(Root,Command="fwd"))*((RoundState=2)*(Root,Ctrl))
Trigger2 = (Root,Command="a")+(Root,Command="b")+(Root,Command="c")+(Root,Command="x")
Trigger3 = (Root,Command="y")+(Root,Command="z")+(Root,Command="start")
var(59) = 1

[State 12345, 変数]
Type = VarSet
Trigger1 = IsHelper
var(50) = GameTime

;**************************************************
[State 12345, 軸位置]
Type = PosSet
TriggerAll = Ishelper
TriggerAll = Facing = Root,Facing
Trigger1 = var(59) > 0
X = Root,Pos X
Y = Root,Pos Y

;**************************************************
;ガード方向疑似学習
[State 12345, 変数]
Type = VarAdd
TriggerAll = Ishelper
TriggerAll = Facing = Root,Facing
TriggerAll = (var(59) > 0)
Trigger1 = (var(57)<10)*(Root,StateNo = [120,155])+(var(57)>0)*(Root,StateNo != [120,155])
var(57) = -1+(Root,StateNo = [120,155])*11

[State 12345, 変数]
Type = VarSet
TriggerAll = Ishelper
TriggerAll = Facing = Root,Facing
TriggerAll = (var(59) > 0)*(var(57))
Trigger1 = (Root,MoveType = A)
var(57) = 0

[State 12345, 変数]
Type = VarSet
TriggerAll = Ishelper
TriggerAll = Facing = Root,Facing
Trigger1 = (var(59) > 0)*(var(57))*(Root,StateNo = [120,155])
var(56) = (Root,StateType = S)

[State 12345, 変数]
Type = VarSet
TriggerAll = Ishelper
TriggerAll = Facing = Root,Facing
TriggerAll = (var(59) > 0)*(!Root,var(58))
Trigger1 = (var(57))*(Root,StateNo != [150,155])*(Root,MoveType = H)
var(58) = (Root,Time = 1)

[State 12345, 変数]
Type = ParentVarSet
TriggerAll = Ishelper
TriggerAll = Facing = Root,Facing
TriggerAll = (var(59) > 0)*(var(58))*(!Root,fvar(18))
Trigger1 = (var(57))*(Root,StateNo != [150,155])*(Root,MoveType = H)
Trigger1 = (EnemyNear,MoveType = A)*(EnemyNear,MoveHit)
fvar(18) = (EnemyNear,StateNo)*IfElse(var(56),-1,1)

[State 12345, 変数]
Type = ParentVarSet
TriggerAll = Ishelper
TriggerAll = Facing = Root,Facing
TriggerAll = (var(59) > 0)*(var(58))*(!Root,fvar(19))
TriggerAll = (EnemyNear,StateNo != Root,fvar(18))*(Root,fvar(18) > 0)
Trigger1 = (var(57))*(Root,StateNo != [150,155])*(Root,MoveType = H)
Trigger1 = (EnemyNear,MoveType = A)*(EnemyNear,MoveHit)
fvar(19) = (EnemyNear,StateNo)*IfElse(var(56),-1,1)

[State 12345, 変数]
Type = ParentVarSet
TriggerAll = Ishelper
TriggerAll = Facing = Root,Facing
TriggerAll = (var(59) > 0)*(var(58))*(!Root,fvar(20))
TriggerAll = (EnemyNear,StateNo != Root,fvar(18))*(Root,fvar(18))*(EnemyNear,StateNo != Root,fvar(19))*(Root,fvar(19))
Trigger1 = (var(57))*(Root,StateNo != [150,155])*(Root,MoveType = H)
Trigger1 = (EnemyNear,MoveType = A)*(EnemyNear,MoveHit)
fvar(20) = (EnemyNear,StateNo)*IfElse(var(56),-1,1)

[State 12345, 変数]
Type = ParentVarSet
TriggerAll = Ishelper
TriggerAll = Facing = Root,Facing
TriggerAll = (var(59) > 0)*(var(58))*(!Root,fvar(21))
TriggerAll = (EnemyNear,StateNo != Root,fvar(18))*(Root,fvar(18))*(EnemyNear,StateNo != Root,fvar(19))*(Root,fvar(19))
TriggerAll = (EnemyNear,StateNo != Root,fvar(20))*(Root,fvar(20))
Trigger1 = (var(57))*(Root,StateNo != [150,155])*(Root,MoveType = H)
Trigger1 = (EnemyNear,MoveType = A)*(EnemyNear,MoveHit)
fvar(21) = (EnemyNear,StateNo)*IfElse(var(56),-1,1)

[State 12345, 変数]
Type = ParentVarSet
TriggerAll = Ishelper
TriggerAll = Facing = Root,Facing
TriggerAll = (var(59) > 0)*(var(58))*(!Root,fvar(22))
TriggerAll = (EnemyNear,StateNo != Root,fvar(18))*(Root,fvar(18))*(EnemyNear,StateNo != Root,fvar(19))*(Root,fvar(19))
TriggerAll = (EnemyNear,StateNo != Root,fvar(20))*(Root,fvar(20))*(EnemyNear,StateNo != Root,fvar(21))*(Root,fvar(21))
Trigger1 = (var(57))*(Root,StateNo != [150,155])*(Root,MoveType = H)
Trigger1 = (EnemyNear,MoveType = A)*(EnemyNear,MoveHit)
fvar(22) = (EnemyNear,StateNo)*IfElse(var(56),-1,1)

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