



;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[state 0,0]
type = null;playsnd
triggerall = enemy,name != "Setsuna Sakurazaki"
trigger1 = time = 0
trigger1 = var(23) = 1
trigger1 = var(53) = 1
value = 1000,1
loop = 1
channel = 8
volume = 50

[state 0,0];
type = varset
trigger1 = roundno = 1
trigger1 = time = 0
v = 13
value = 0

[state 2, kihon]
type = varset
trigger1 = time = 0
v = 9
value = 99

[state 0,0];
type = varset
trigger1 = roundno = 1
trigger1 = time = 0
v = 24
value = 0

[state 0,0];
type = varset
trigger1 = roundno = 1
trigger1 = time = 0
v = 23
value = 0

[state 0,0];
type = varset
trigger1 = roundno = 1
trigger1 = time = 0
trigger1 = palno = [1,6]
v = 41
value = 3

[state 0,0];
type = varset
trigger1 = roundno = 1
trigger1 = time = 0
trigger1 = palno = [7,12]
v = 41
value = 3


[state 0,0];
type = varset
trigger1 = roundno = 1
trigger1 = time = 0
v = 33
value = 5

[state 0,0]
type = varset
trigger1 = time = 0
v = 23
value = 0

[State 5900, 0]
type = Varadd
trigger1 = roundno >= 2
trigger1 = var(24) >= 1
v = 24
value= -1
persistent = 0

[State 5900, 0]
type = null;VarSet
triggerall = var(50) = 2
trigger1 = var(42) = 2
v = 50
value= 1

[State 5900, 0]
type = powerSet
trigger1 = var(50) = 2
value = 2000
[State 5900, 0]
type = powerSet
trigger1 = var(50) >= 3
value = 0

[State 5900, 0]
type = VarSet
trigger1 = var(50) >= 3
v = 50
value= 0

[State 1000, 0]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "kenki"
postype = left
pos = 0,0
stateno = 9050
ownpal = 1
sprpriority = 5
id = 9050
keyctrl = 0
pausemovetime = 200
bindtime = -1

[state 0,0]
type = null;powerset
trigger1 = roundno = 1
value = 1003

;[State 5900, 1] ;Clear all int variables
;type = VarRangeSet
;trigger1 = roundno = 1
;value = 0

;[State 5900, 2] ;Clear all float variables
;type = VarRangeSet
;trigger1 = roundno = 1
;fvalue = 0

[State 5900, 2];ブーストゲージ
type = null;VarSet
trigger1 = 1
v = 48
value = 0

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190



;------------------------
;BOOST関連
[Statedef 2990]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 0,0

[State 2, 0]
type = null;PlaySnd
trigger1 = time = 1
trigger1 = enemy,movetype = H
trigger1 = enemy,gethitvar(hitcount) >= 6
trigger1 = random >= 800
value = 200,12
persistent = 0
[State 2, 0]
type = null;PlaySnd
trigger1 = time = 1
trigger1 = enemy,movetype = H
trigger1 = enemy,gethitvar(hitcount) >= 6;trigger1 = parent,fvar(30) != 0
trigger1 = random >= 800
value = 200,26
persistent = 0

[state 2, BOOST]
type = palfx
trigger1 = time >= 0
time = 2
add = 180,50,0

[state 0,0]
type = parentvaradd
;triggerall = parent,Numhelper(2990) = 0
trigger1 = time = 0
trigger1 = parent,var(48) != [34,44]
trigger1 = parent,var(48) != [67,74]
trigger1 = parent,var(48) >= 8
v = 48
value = -7
[state 0,0]
type = parentvaradd
;triggerall = parent,Numhelper(2990) = 0
trigger1 = time = 0
trigger1 = parent,var(48) = [33,34]
trigger1 = parent,var(48) = [66,67]
trigger1 = parent,var(48) <= 6
v = 48
value = -6
[state 0,0]
type = parentvarset
trigger1 = time = 0
v = 26
value = 323

[state 2,0];ブースト
type = parentvaradd
triggerall = parent,var(26) = [1,323]
trigger1 = time = 0
trigger1 = parent,var(48) >= 5
v = 48
value = -5
[state 2,0];ブースト
type = parentvaradd
triggerall = parent,var(26) = [1,323]
trigger1 = time = 0
trigger1 = parent,var(48) < 5
v = 48
value = 0


[State 701, Effect]
type = Explod
trigger1 = Time = 1
trigger1 = parent,statetype = A
anim = 7122
postype = p1
pos = 45,-65
sprpriority = 5
ownpal = 0
ignorehitpause = 1
removeongethit = 1
scale = 0.5,0.5

[State 701, Effect]
type = Explod
trigger1 = Time = 1
trigger1 = parent,statetype != A
anim = 7122
postype = p1
pos = 50,-45
sprpriority = 5
ownpal = 0
ignorehitpause = 1
removeongethit = 1
scale = 0.5,0.5

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 10
range = -15,-1
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 11
range = -12,12

[State 701, Effect]
type = Explod
trigger1 = Time = [0,10]
anim = 7124
postype = p1
pos = -5,-65
random = 10,40
sprpriority = 5
ownpal = 0
ignorehitpause = 1
removeongethit = 1
scale = 0.05,0.05
vel = var(10)*0.5,var(11)*0.5

[state 0,0];メルティコンボリセット
type = parentvarset
trigger1 = time >= 0
var(45) = 0
[state 0,0];メルティコンボリセット
type = parentvarset
trigger1 = time >= 0
var(46) = 0
[state 0,0];メルティコンボリセット
type = parentvarset
trigger1 = time >= 0
var(47) = 0


[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 0, 2

[state 0,4]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[state 0,5]
type = destroyself
trigger1 = time >= 280
trigger2 = time >= 280;parent,command = "FF"
trigger3 = parent,command = "BB"
trigger3 = var(59) = 0
trigger4 = parent,command = "holdup"
trigger4 = var(59) = 0
trigger5 = parent,movetype = H
trigger6 = parent,p2bodydist x <= 1
trigger6 = time >= 80
trigger7 = parent,stateno = [1000,1012]
trigger7 = parent,time <= 9
trigger8 = parent,stateno = [900,999];投げ
trigger9 = parent,stateno = [2000,4001];超必殺の類
trigger10 = parent,stateno = [9900,9929];シールド
trigger11 = parent,stateno = [1013,1059]
trigger11 = parent,stateno = [1061,1099]
trigger11 = parent,stateno != [8800,8822];北斗一撃
trigger11 = parent,stateno != 1083
trigger12 = parent,movetype = A
;trigger12 = parent,movecontact
;trigger12 = parent,p2bodydist x <= 50
trigger12 = time >= 20
trigger13 = parent,command = "back"
trigger13 = time >= 15
trigger13 = var(59) = 0
trigger14 = parent,stateno = 1119
trigger15 = parent,stateno = [1080,1099]
trigger16 = parent,stateno = 1184
trigger17 = parent,stateno = 8800


;------------------------
;BOOST関連2
[Statedef 2996]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 0,0

[state 0,0]
type = parentvarset
trigger1 = time = 0
trigger1 = parent,var(48) <= 30
v = 48
value = 30

[state 0,0]
type = parentvarset
trigger1 = time = 0
v = 26
value = 300

[state 0,0]
type = parentvarset
trigger1 = time = 0
v = 36
value = 1

[state 0,4]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[state 0,5]
type = changestate;destroyself
trigger1 = time >= 300
trigger2 = parent,command = "FF"
trigger3 = parent,command = "BB"
trigger4 = parent,command = "holdup"
trigger5 = parent,movetype = H
trigger6 = parent,p2bodydist x <= 1
trigger6 = time >= 200
trigger7 = parent,stateno = [1000,1012]
trigger7 = parent,time <= 9
trigger8 = parent,stateno = [900,999];投げ
trigger9 = parent,stateno = [2000,4001];超必殺の類
trigger10 = parent,stateno = [9900,9929];シールド
trigger11 = parent,stateno = [1013,1099]
trigger11 = parent,stateno != 8800;北斗一撃
trigger11 = parent,stateno != 1083
trigger12 = parent,movetype = A
trigger12 = parent,movecontact
trigger12 = parent,p2bodydist x <= 30
trigger12 = time >= 20
trigger13 = parent,command = "back"
trigger13 = time >= 15
trigger14 = time >= 2
value = 2997

;------------------------
;自動BOOST関連3
[Statedef 2997]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 0,0

[state 0,0]
type = destroyself
trigger1 = time >= 5
trigger1 = enemy,movetype != H
trigger2 = parent,stateno = 8710
;trigger2 = parent,var(27) = 0

;--------------------------------------------------------------------------
; 立ち状態
[Statedef 0]
type = S
physics = S
sprpriority = 0
anim = ifelse(anim = 1245,1232,0)

[State 100, 2] 
type = AssertSpecial
trigger1 = anim = 1245
trigger2 = anim = 1232
flag = NoWalk
flag2 = NoAutoTurn

[State 50, 2]
type = ChangeAnim
triggerall = prevstateno = 2037
;trigger1 = Numhelper(2990) >= 1
trigger1 = anim != 1245
value = 1245

[state 0,0]
type = changestate
trigger1 = life = 0
value = 5050
ctrl = 0

[state 0,0];リセット
type = varset
trigger1 = time >= 0
var(15) = 0

[state 0,0];メルティコンボ補正リセット
type = varset
trigger1 = enemy,movetype != H
trigger1 = Numhelper(1001) = 0
trigger1 = Numhelper(2001) = 0
trigger1 = time >= 0
fvar(5) = 1
[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(45) = 0
[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(46) = 0
[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[state 1256];リセット
type = Varset
trigger1 = time = 1
var(5) = 0

[state 0,0];リセット
type = varset
trigger1 = time = 0
var(6) = 0

[state 0,0]
type = varset
trigger1 = time = 0
var(14) = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 1]
type = ChangeAnim
triggerall = Numhelper(2990) = 0
;triggerall = var(41) = 0
triggerall = anim != 1245
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger3 = Numhelper(2990) = 0
trigger3 = anim = 7508
value = 0


[State 1201,end]
type = Destroyself
triggerall = ishelper
trigger1 = time = 1

;---------------------------------------------------------------------------
; 時間切れで負け
[Statedef 170]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = time = 4
value = 3, 3
channel = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 勝ち台詞をきめる
[Statedef 180]
type = S
anim = 0;ifelse(anim = 1245,1232,0)

[State 100, 2] 
type = AssertSpecial
trigger1 = anim = 1245
trigger2 = anim = 1232
flag = NoWalk
flag2 = NoAutoTurn

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = 0,1
[State 180, 2]
type = ChangeState
trigger1 = matchover = 0
;trigger1 = var(19) = 0
trigger1 = time = 1
value = 181
[State 180, 2]
type = ChangeState
trigger1 = matchover = 1;var(19) = 1
trigger1 = life <= 300
trigger1 = time = 1
value = 182
[State 180, 2]
type = ChangeState
trigger1 = matchover = 1;var(19) = 1
trigger1 = life > 300
trigger1 = time = 1
value = 183

;---------------------------------------------------------------------------
;勝利ポーズ
;１本目
[Statedef 181]
type = S
ctrl = 0
movetype= I
physics = S
anim = 0;181;7622

[State 180, 2]
type = Changeanim
trigger1 = time = 70
value = 185

[State 210, 2]
type = PlaySnd
trigger1 = time = 75
value = 3, 1;2
channel = 0

[State 190, 2]
type = AssertSpecial
trigger1 = time <= 240
flag = roundnotover

[state 0,0]
type = screenbound
trigger1 = time <= 65
value = 0



;---------------------------------------------------------------------------
;勝利ポーズ 
;2本目 辛
[Statedef 182]
type = S
ctrl = 0
movetype= I
physics = S
anim = 0;181;7622

[state 0,0];
type = varadd
trigger1 = time = 0
v = 38
value = 1


[State 0, 0]
type = Explod
trigger1 = anim = 180
trigger1 = time >= 78
trigger1 = random >= 830
postype = p1
pos = 0,-8
anim = 186
random = 44,12
ownpal = 1
keyctrl = 0
persistent = 6
sprpriority = -2
scale = 0.5,0.5
velocity = 0,-2
[State 0, 0]
type = Explod
trigger1 = anim = 180
trigger1 = time >= 78
trigger1 = random >= 830
postype = p1
pos = 0,-8
anim = 186
random = 44,12
ownpal = 1
keyctrl = 0
persistent = 6
sprpriority = 2
scale = 0.5,0.5
velocity = 0,-2

[State 0, 0]
type = Explod
trigger1 = anim = 180
trigger1 = time >= 78
postype = p1
pos = 0,0
anim = 181
ownpal = 1
keyctrl = 0
persistent = 12
sprpriority = -2
scale = 0.5,0.5
[State 0, 0]
type = Explod
trigger1 = anim = 180
trigger1 = time >= 78
postype = p1
pos = 0,0
anim = 182
ownpal = 1
keyctrl = 0
persistent = 6
sprpriority = 5
scale = 0.5,0.5

[State 210, 2]
type = PlaySnd
trigger1 = time = 78
value = 3, 4

[State 180, 2]
type = Changeanim
trigger1 = time = 70
value = 180

[State 180, 2]
type = Changeanim
trigger1 = time = 130
value = 0

[State 210, 2]
type = PlaySnd
trigger1 = time = 105
value = 1, 38

[State 210, 2]
type = PlaySnd
trigger1 = time = 80
value = 3, 2
channel = 0

[State 190, 2]
type = AssertSpecial
trigger1 = time <= 290
flag = roundnotover

[state 0,0]
type = screenbound
trigger1 = time <= 65
trigger2 = anim = 100
value = 0

[State 180, 2]
type = ChangeState
trigger1 = teammode = single
trigger1 = time = 280
value = 184



;---------------------------------------------------------------------------
;勝利ポーズ 
;2本目
[Statedef 183]
type = S
ctrl = 0
movetype= I
physics = S
anim = 0;181;7622

[state 0,0];
type = varadd
trigger1 = time = 0
v = 38
value = 1

[State 180, 2]
type = Changeanim
trigger1 = time = 70
value = 183

[State 210, 2]
type = PlaySnd
trigger1 = time = 80
value = 3, 2
channel = 0


[State 190, 2]
type = AssertSpecial
trigger1 = time <= 250
flag = roundnotover

[state 0,0]
type = screenbound
trigger1 = time <= 65
value = 0

[State 180, 2]
type = ChangeState
trigger1 = teammode = single
trigger1 = time = 240
value = 184



;---------------------------------------------------------------------------
;勝利ポーズ
;勝利画面
[Statedef 184]
type = S
ctrl = 0
movetype= I
physics = S
anim = 9999
velset = 0,0

[State 190, 2]
type = AssertSpecial
trigger1 = time <= 750
flag = roundnotover
flag2 = nobardisplay


[state 0,0]
type = BGpalfx
trigger1 = time = 0
color = 0
time = 99999

[state 0,0]
type = null;varset
trigger1 = time = 0
v = 13
value = 1234
[state 0,0]
type = null;varset
trigger1 = time = 0
v = 38
value = 6789

[state 0,0]
type = varrandom
trigger1 = time <= 2
v = 18
range = 0,7
[state 0,0]
type = varrandom
trigger1 = time = 3
trigger1 = enemy,name = "Saki" || enemy,name = "Saki Tsuzura"
trigger1 = random >= 200
v = 18
range = 20,21
[state 0,0]
type = varset
trigger1 = time = 3
trigger1 = random >= 300
trigger1 = var(33) = 5
trigger1 = fvar(12) > 0
v = 18
value = 22


[State 3000, 1];ウインドウ
type = Explod
trigger1 = time = 0
anim = 1300
postype = left
pos = 13,125
ownpal = 1
ontop = 1
sprpriority = 8
pausemovetime =2000
supermovetime =2000
scale = 0.5,0.5
bindtime = -1
[State 3000, 1];NAME
type = Explod
bindtime = -1
triggerall = enemy,name = "Heart" = 0 && enemy,name = "Heart Aino" = 0
trigger1 = time = 0
anim = 1309
postype = left
pos = 13,125
ownpal = 1
ontop = 1
sprpriority = 8
pausemovetime =2000
supermovetime =2000
scale = 0.5,0.5
[State 3000, 1];NAME
type = Explod
triggerall = enemy,name = "Heart" || enemy,name = "Heart Aino"
trigger1 = time = 0
anim = 1308
bindtime = -1
postype = left
pos = 13,125
ownpal = 1
ontop = 1
sprpriority = 8
pausemovetime =2000
supermovetime =2000
scale = 0.5,0.5
bindtime = -1
[State 3000, 1];上下
type = Explod
trigger1 = time >= 0
anim = 1301
persistent = 748
postype = left
pos = 0,0
ownpal = 1
;ontop = 1
sprpriority = 4
removetime = 1496
pausemovetime =2000
supermovetime =2000
scale = 0.5,0.5
velocity=-0.25,0;bindtime = -1
[State 3000, 1];上下
type = Explod
trigger1 = time >= 0
anim = 1301
persistent = 748
postype = left
pos = 374,0
ownpal = 1
;ontop = 1
sprpriority = 7
removetime = 1496
pausemovetime =2000
supermovetime =2000
scale = 0.5,0.5
velocity=-0.25,0;bindtime = -1

[State 3000, 1];WIN
type = Explod
trigger1 = time = 0
anim = 1303
postype = left
pos = 13,112
ownpal = 1
ontop = 1
sprpriority = 8
pausemovetime =2000
supermovetime =2000
scale = 0.5,0.5
bindtime = -1
[State 3000, 1];max combo
type = Explod
trigger1 = time = 0
anim = 1302
postype = left
pos = 13,115
ownpal = 1
ontop = 1
sprpriority = 8
pausemovetime =2000
supermovetime =2000
scale = 0.5,0.5
bindtime = -1

[State 3000, 1];立ち絵
type = Explod
trigger1 = time = 4
trigger1 = var(18) = 7
anim = 1307
postype = left
pos = 8,240
ownpal = 1
;ontop = 1
sprpriority = 5
pausemovetime =2000
supermovetime =2000
scale = 0.5,0.5
[State 3000, 1];立ち絵
type = Explod
trigger1 = time = 4
trigger1 = var(18) = [20,21]
anim = 1305
postype = left
pos = 8,240
ownpal = 1
;ontop = 1
sprpriority = 5
pausemovetime =2000
supermovetime =2000
scale = 0.5,0.5
bindtime = -1
[State 3000, 1];立ち絵
type = Explod
trigger1 = time = 4
trigger1 = var(18) != 7
trigger1 = var(18) != [20,21]
anim = 1304
postype = left
pos = 8,240
ownpal = 1
;ontop = 1
sprpriority = 5
pausemovetime =2000
supermovetime =2000
scale = 0.5,0.5
bindtime = -1

;max combo表示------------------
[State 0, 0];一の位
type = Explod
triggerall = var(13) >= 0
trigger1 = time = 10
anim = 1310+(var(13)%10)
postype = left
pos = 265,133
ownpal = 1
ontop = 1
sprpriority = 6
bindtime = -1
pausepausetime = 2000
superpausetime = 2000
scale = 0.5,0.5
[State 0, 0];十の位
type = Explod
triggerall = var(13) >= 10
trigger1 = time = 10
anim = 1310+((var(13)%100)-(var(13)%10))/10
postype = left
pos = 255,133
ownpal = 1
ontop = 1
sprpriority = 6
bindtime = -1
pausepausetime = 2000
superpausetime = 2000
scale = 0.5,0.5
[State 0, 0];百の位
type = Explod
triggerall = var(13) >= 100
trigger1 = time = 10
anim = 1310+((var(13)%1000)-(var(13)%100))/100
postype = left
pos = 245,133
ownpal = 1
ontop = 1
sprpriority = 6
bindtime = -1
pausepausetime = 2000
superpausetime = 2000
scale = 0.5,0.5
[State 0, 0];千の位
type = Explod
triggerall = var(13) >= 1000
trigger1 = time = 10
anim = 1310+((var(13)%10000)-(var(13)%1000))/1000
postype = left
pos = 235,133
ownpal = 1
ontop = 1
sprpriority = 6
bindtime = -1
pausepausetime = 2000
superpausetime = 2000
scale = 0.5,0.5

;WIN表示--------------------
[State 0, 0];一の位
type = Explod
triggerall = var(38) >= 0
trigger1 = time = 10
anim = 1320+(var(38)%10)
postype = left
pos = 214,97
ownpal = 1
ontop = 1
sprpriority = 6
bindtime = -1
pausepausetime = 2000
superpausetime = 2000
scale = 0.5,0.5
[State 0, 0];十の位
type = Explod
triggerall = var(38) >= 10
trigger1 = time = 10
anim = 1320+((var(38)%100)-(var(38)%10))/10
postype = left
pos = 194,97
ownpal = 1
ontop = 1
sprpriority = 6
bindtime = -1
pausepausetime = 2000
superpausetime = 2000
scale = 0.5,0.5
[State 0, 0];100の位
type = Explod
triggerall = var(38) >= 100
trigger1 = time = 10
anim = 1320+((var(38)%1000)-(var(38)%100))/100
postype = left
pos = 174,97
ownpal = 1
ontop = 1
sprpriority = 6
bindtime = -1
pausepausetime = 2000
superpausetime = 2000
scale = 0.5,0.5
[State 0, 0];1000の位
type = Explod
triggerall = var(38) >= 1000
trigger1 = time = 10
anim = 1320+((var(38)%10000)-(var(38)%1000))/1000
postype = left
pos = 154,97
ownpal = 1
ontop = 1
sprpriority = 6
bindtime = -1
pausepausetime = 2000
superpausetime = 2000
scale = 0.5,0.5




[State 3000, 1];文字
type = Explod
trigger1 = time = 5
anim = 1330 + var(18)
postype = left
pos = 13,125
ownpal = 1
ontop = 1
sprpriority = 8
pausemovetime =2000
supermovetime =2000
scale = 0.5,0.5
bindtime = -1

[State 210, 2]
type = PlaySnd
trigger1 = time = 5
value = 8, var(18)
channel = 0









;---------------------------------------------------------------------------
;登場シーンをきめる Preintro

[Statedef 190]
type = S
ctrl = 0
velset = 0,0
[State 5900, 0]
type = VarSet
trigger1 = roundno = 1
trigger1 = palno = [7,12]
v = 41
value= 3
[state 0,0];
type = varset
trigger1 = roundno = 1
trigger1 = time = 0
v = 33
value = 5

[state 2, kihon]
type = varset
trigger1 = time = 0
v = 9
value = 99

[State 190, 4]
type = ChangeState
trigger1 = enemy,name = "Mildred Avallone"
trigger2 = enemy,name = "Mildred" && authorname = "Drowin arcana"
value = 0

[State 190, 4]
type = ChangeState
;trigger1 = var(19) <= 1
trigger1 = time >= 0
value = 191

;---------------------
;   
[Statedef 191]
type = S
ctrl = 0
velset = 0,0
anim = 180

[State 1000, 0]
type = Helper
triggerall = numhelper(192) = 0
triggerall = teamside = 1
triggerall = enemy,name = "Kamui" && authorname = "Drowin arcana"
trigger1 = teammode = single
trigger1 = enemy,teammode = single
trigger1 = time = 1
helpertype = normal
name = "kaiwa"
pos = 0,0
postype = p1
stateno =192
ownpal = 1
id = 192
supermovetime = 5999
pausemovetime = 5999
keyctrl = 0

[State 0, 0]
type = Explod
trigger1 = anim = 180
trigger1 = time >= 8
trigger1 = random >= 830
postype = p1
pos = 0,-8
anim = 186
random = 44,12
ownpal = 1
keyctrl = 0
persistent = 6
sprpriority = -2
scale = 0.5,0.5
velocity = 0,-2
[State 0, 0]
type = Explod
trigger1 = anim = 180
trigger1 = time >= 79
trigger1 = random >= 830
postype = p1
pos = 0,-8
anim = 186
random = 44,12
ownpal = 1
keyctrl = 0
persistent = 6
sprpriority = 2
scale = 0.5,0.5
velocity = 0,-2
[State 0, 0]
type = Explod
trigger1 = anim = 180
trigger1 = time >= 8
postype = p1
pos = 0,0
anim = 181
ownpal = 1
keyctrl = 0
persistent = 12
sprpriority = -2
scale = 0.5,0.5
[State 0, 0]
type = Explod
trigger1 = anim = 180
trigger1 = time >= 8
postype = p1
pos = 0,0
anim = 182
ownpal = 1
keyctrl = 0
persistent = 6
sprpriority = 5
scale = 0.5,0.5

[State 210, 2]
type = PlaySnd
trigger1 = anim = 180
trigger1 = time = 8
value = 3, 4


[state 0,0];
type = varrandom
trigger1 = time = 0
v = 19
range = 0,7
[state 0,0];
type = varset
triggerall = time = 2
trigger1 = enemy,name = "Abe"
trigger2 = enemy,name = "hikkoshi_baba"
trigger3 = enemy,name = "Cody"
trigger4 = enemy,name = "KYOSO"
trigger5 = enemy,name = "nudecammy"
v = 19
value = 10
[State 190, 4]
type = Changeanim
triggerall = time = 2
trigger1 = enemy,name = "Abe"
trigger2 = enemy,name = "hikkoshi_baba"
trigger3 = enemy,name = "Cody"
trigger4 = enemy,name = "KYOSO"
trigger5 = enemy,name = "nudecammy"
value = 185

[State 210, 2]
type = PlaySnd
trigger1 = time = 15
trigger1 = var(19) <= 1
value = 3, 0
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 15
trigger1 = var(19) = 3
value = 9, 1
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 15
trigger1 = var(19) = 4
value = 9, 2
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 15
trigger1 = var(19) = 5
value = 9, 3
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 15
trigger1 = var(19) = 6
value = 9, 4
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 15
trigger1 = var(19) = 7
value = 9, 5
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 15
trigger1 = var(19) = 10
value = 9, 10
channel = 0



[State 190, 2]
type = AssertSpecial
trigger1 = time <= 170
flag = Intro

[State 190, 4]
type = Changeanim
trigger1 = time = 160
value = 0


;---------------------
; 会話イベント　神依
[Statedef 192]
type = S
ctrl = 0
velset = 0,0
anim = 9999

[State 190, 4]
type = Changestate
trigger1 = roundstate = 2
value = 193

;---------------------
; 会話イベント　神依
[Statedef 193]
type = S
ctrl = 0
velset = 0,0
anim = 9999

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 9,0

[state 0,0]
type = posset
trigger1 = pos x != 0
x = 0

[state 0,0]
type = destroyself
trigger1 = time = 1620


;---------------------------------------------------------------------------
; RUN_FWD dash
[Statedef 100]
type    = S
physics = N
anim = ifelse(var(55)<=0,100,1209)
sprpriority = 1
velset = 0,0
ctrl = 0

[state 0,0]
type = assertspecial
flag = invisible
trigger1 = var(55) >= 1
trigger1 = time >= 10
[state 0,0]
type = palfx
trigger1 = time <= 10
trigger1 = var(55) >= 1
mul = 255-(time*25),255-(time*25),255-(time*25)
time = 1

[State 0, 0]
type = Explod
trigger1 = time = 2
postype = p1
pos = 0,0
anim = 7767
ownpal = 1
keyctrl = 0
sprpriority = 4

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(45) = 0
[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(46) = 0
[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 1
value = 0,4

[State 200, 4]
type = CtrlSet
trigger1 = time = 3
value = 1

[State 100, 1]
type = VelSet
triggerall = fvar(12) != 0.1
trigger1 = time = 2
x = 7.7;const(velocity.run.fwd.x)
[State 100, 1]
type = VelSet
triggerall = fvar(12) = 0.1
trigger1 = time = 2
x = ifelse(var(33)=6,5,7.7);const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = time = 15
value = 101
ctrl = 1



;---------------------------------------------------------------------------
; RUN_FWD dash hokuto
[Statedef 102]
type    = S
physics = N
;anim = ifelse(var(55)<=0,100,1209)
sprpriority = 1
;velset = 0,0
ctrl = 0
[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1
[state 0,0]
type = velset
trigger1 = prevstateno != [7040,7041]
trigger1 = prevstateno != 103
trigger1 = time = 0
x = 0
y = 0

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = prevstateno != 103
trigger1 = time = 0
value = ifelse(var(55)<=0,100,1209)

[state 0,0]
type = assertspecial
flag = invisible
trigger1 = var(55) >= 1
trigger1 = time >= 10
[state 0,0]
type = palfx
trigger1 = time <= 10
trigger1 = var(55) >= 1
mul = 255-(time*25),255-(time*25),255-(time*25)
time = 1


[state 0,0]
type = reversaldef
triggerall = var(33) = 5 || var(59) = 1
triggerall = var(41) = 3
trigger1 = time <= 12
Reversal.Attr = SCA, NA,SA,HA,NP,SP,HP
pausetime = 18,19
hitsound = S32,5
numhits = 0
sparkno = S7109
sparkxy = 30,0
persistent = 0
p1stateno = 101
[State 1000, raimei]
type = Helper
triggerall = var(33) = 5 || var(59) = 1
triggerall = var(41) = 3
trigger1 = time = 1
helpertype = normal
name = "effect"
pos = 0,0
postype = p1
stateno = 9795
ownpal = 1
id = 9795
pausemovetime = 999
keyctrl = 0

[State 5110, 6]
type = PlaySnd
triggerall = var(33) = 5 || var(59) = 1
triggerall = var(41) = 3
trigger1 = Time = 1
value = 32,5

[State 0, 0]
type = Explod
triggerall = var(41) = 2
trigger1 = time = 2
postype = p1
pos = 0,0
anim = 7765
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(45) = 0
[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(46) = 0
[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 1
value = 0,4

[State 100, 4]
type = ChangeState
triggerall = var(41) = 3
trigger1 = time = 20
trigger2 = command = "holdback"
;trigger3 = prevstateno = 103
;trigger3 = time 
value = 101
ctrl = 1

[State 200, 4]
type = CtrlSet
trigger1 = time >= 1
value = 1

[State 100, 1]
type = VelSet
trigger1 = time >= 2
x = 6.6;const(velocity.run.fwd.x)
[State 100, 1]
type = Veladd
triggerall = var(41) = 2
trigger1 = time = [2,20]
x = 0.05

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn


[State 200, 0]
type = ChangeState
triggerall = var(41) = 2
trigger1 = time >= 4
trigger1 = command != "holdfwd"
value = 52
ctrl = 1



[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 18
range = -15,-1
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = -12,2

[State 701, Effect]
type = Explod
trigger1 = prevstateno = 103
trigger1 = Time = [0,10]
anim = 1550
postype = p1
pos = -5,-65
random = 10,40
sprpriority = 5
ownpal = 0
ignorehitpause = 1
removeongethit = 1
scale = 0.1,0.1
vel = var(18)*0.5,var(19)*0.5



;---------------------------------------------------------------
;グレイズ
[Statedef 103]
type = U
movetype = I
physics = U
;ctrl = 0
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 18
range = -15,-1
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = -12,2

[State 701, Effect]
type = Explod
trigger1 = Time = [0,10]
anim = 1550
postype = p1
pos = -5,-65
random = 10,40
sprpriority = 5
ownpal = 0
ignorehitpause = 1
removeongethit = 1
scale = 0.1,0.1
vel = var(18)*0.5,var(19)*0.5

[state 0,0]
type = poweradd
trigger1 = time = 0
value = 30

[State 2000, 1]
type = ChangeState
trigger1 = 1
value = 102
ignorehitpause = 1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


;---------------------------------------------------------------------------
; RUN_FWD dash2
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 1
value = 0,1

[State 200, 4];一瞬攻撃でキャンセルできないフレームがあるっぽい…
type = CtrlSet
trigger1 = var(41) = 0
trigger1 = time >= 2
value = 1
[State 200, 4];一瞬攻撃でキャンセルできないフレームがあるっぽい…
type = CtrlSet
trigger1 = var(41) != 0
trigger1 = time >= 0
value = 1

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 0,0]
type = velset
trigger1 = prevstateno != 2000
trigger1 = time = 0
x = 0
y = 0



;------------------------------------------------
;ヒート エフェクトヘルパー
[Statedef 1959]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 0,0

[state 0,0]
type = Playsnd
trigger1 = time = 1
value = 50,6

[State 3000, kemukemu]
type = Explod
trigger1 = time = [1,20]
anim = 7051
removetime = 1
postype = p1
pos = 0,-5
ownpal = 0
sprpriority = 5
ignorehitpause = 1
pausemovetime = 200
scale = 0.1+(time*0.05),0.1+(time*0.04)

[State 3000, dokaa]
type = Explod
trigger1 = time = [1,20]
anim = 7052
removetime = 1
postype = p1
pos = 0,-80
ownpal = 0
sprpriority = 5
ignorehitpause = 1
pausemovetime = 200
scale = 0.2+(time*0.05),0.2+(time*0.05)
[State 3000, dokaa]
type = Explod
trigger1 = time = [1,20]
anim = 7053
removetime = 1
postype = p1
pos = 0,-80
ownpal = 0
sprpriority = 5
ignorehitpause = 1
pausemovetime = 200
scale = 0.2+(time*0.05),0.2+(time*0.05)
[State 3000, kirari]
type = Explod
trigger1 = time = 1
anim = 7054
postype = p1
pos = -10,-100
ownpal = 0
sprpriority = 5
ignorehitpause = 1
pausemovetime = 200
scale = 0.5,0.5

[state 0,0]
type = palfx
trigger1 = time >= 1
time = 1
mul = 240-(time*10),240-(time*10),240-(time*10)

[state 0,0]
type = destroyself
trigger1 = time = 20
;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;モード変更
[Statedef 195]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 0;7788
sprpriority = 2
velset = 0,0


[State 0, 0]
type = Explod
trigger1 = time = 2
trigger1 = var(41) = 0
postype = left
pos = ifelse(teamside = 1,10,245),75
anim = 7112
ownpal = 1
keyctrl = 0
sprpriority = 5
id = 195
ontop = 1
supermovetime = 100
pausemovetime = 100
scale = 0.5,0.5
bindtime = -1
[State 0, 0]
type = Explod
trigger1 = time = 2
trigger1 = var(41) = 1
postype = left
pos = ifelse(teamside = 1,10,245),75
anim = 7113
ownpal = 1
keyctrl = 0
sprpriority = 5
id = 195
ontop = 1
supermovetime = 100
pausemovetime = 100
scale = 0.5,0.5
bindtime = -1
[State 0, 0]
type = Explod
trigger1 = time = 2
trigger1 = var(41) = 2
postype = left
pos = ifelse(teamside = 1,10,245),75
anim = 7114
ownpal = 1
keyctrl = 0
sprpriority = 5
id = 195
ontop = 1
supermovetime = 100
pausemovetime = 100
scale = 0.5,0.5
bindtime = -1
[State 0, 0]
type = Explod
trigger1 = time = 2
trigger1 = var(41) = 3
postype = left
pos = ifelse(teamside = 1,2,245),75
anim = 7125
ownpal = 1
keyctrl = 0
sprpriority = 5
id = 195
ontop = 1
supermovetime = 100
pausemovetime = 100
scale = 0.5,0.5
bindtime = -1
[State 0, 0]
type = Explod
trigger1 = time = 2
trigger1 = var(41) = 4
postype = left
pos = ifelse(teamside = 1,2,245),75
anim = 7125
ownpal = 1
keyctrl = 0
sprpriority = 5
id = 195
ontop = 1
supermovetime = 100
pausemovetime = 100
scale = 0.5,0.5
bindtime = -1


[state 0,0]
type = removeexplod
trigger1 = time = 0
id = 195

[state 0,0]
type = BGpalfx
trigger1 = time <= 30
time = 1
add = time*2,0,0

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 200,28
channel = 0

[state 0,0]
type = varadd
trigger1 = time = 1
v = 41
value = ifelse(var(41)=3,-3,1)
;[state 0,0]
;type = varset
;;trigger1 = time = 1
;trigger1 = var(41) = 1
;v = 41
;value = 2

:0 メルブラ
:1 GGXX
:2 北斗
;3 アルカナ

[State 1000, effect]
type = Helper
trigger1 = time = 15
helpertype = normal
name = "effects"
postype = p1
pos = 10,35
stateno = 1959
ownpal = 1
keyctrl = 0
id = 1959

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NT,ST,HT,NA,SA,HA,NP,SP,HP
time = 4

[state 0,0]
type = palfx
trigger1 = time = 15
time = 5
add = 230,130,130
[state 0,0]
type = palfx
trigger1 = time = 20
time = 5
add = 180,80,80
[state 0,0]
type = palfx
trigger1 = time = 25
time = 4
add = 50,0,0

[state 0,0]
type = playsnd
trigger1 = time = 16
value = 30,4

[State 210, 3]
type = ChangeState
trigger1 = time = 25
value = 0
ctrl = 1

[State 210, 3]
type = ChangeState
trigger1 = time = [20,24]
trigger1 = command = "start"
value = 195

;---------------------------------------------------------------------------
;デバッグモード変更
[Statedef 197]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 0;7335
sprpriority = 2
velset = 0,0

[State 0, 0]
type = Explod
trigger1 = time = 2
trigger1 = var(25) = 0
postype = left
pos = ifelse(teamside = 1,5,245),155
anim = 7128
ownpal = 1
keyctrl = 0
sprpriority = 5
id = 197
ontop = 1
supermovetime = 100
pausemovetime = 100
scale = 0.5,0.5
bindtime = -1
[State 0, 0]
type = Explod
trigger1 = time = 2
trigger1 = var(25) = 1
postype = left
pos = ifelse(teamside = 1,5,245),155
anim = 7127
ownpal = 1
keyctrl = 0
sprpriority = 5
id = 197
;removetime = 5000
ontop = 1
supermovetime = 100
pausemovetime = 100
scale = 0.5,0.5
bindtime = -1
[State 0, 0]
type = Explod
trigger1 = time = 2
trigger1 = var(25) = 2
postype = left
pos = ifelse(teamside = 1,5,245),155
anim = 7126
ownpal = 1
keyctrl = 0
sprpriority = 5
id = 197
ontop = 1
;removetime = 5000
supermovetime = 100
pausemovetime = 100
scale = 0.5,0.5
bindtime = -1


[state 0,0]
type = removeexplod
trigger1 = time = 0
id = 197

[state 0,0]
type = BGpalfx
trigger1 = time <= 30
time = 1
add = 0,time*3,0

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 200,28
channel = 0

[state 0,0]
type = varadd
trigger1 = time = 1
v = 25
value = ifelse(var(25)=2,-2,1)

:0 ノーマル
:1 デバッグ１
:2 デバッグ２


[State 1000, effect]
type = Helper
trigger1 = time = 15
helpertype = normal
name = "effects"
postype = p1
pos = 0,5
stateno = 1959
ownpal = 1
keyctrl = 0
id = 1959

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NT,ST,HT,NA,SA,HA,NP,SP,HP
time = 4

[state 0,0]
type = palfx
trigger1 = time = 15
time = 5
add = 130,180,130
[state 0,0]
type = palfx
trigger1 = time = 20
time = 5
add = 80,130,80
[state 0,0]
type = palfx
trigger1 = time = 25
time = 4
add = 0,50,0

[state 0,0]
type = playsnd
trigger1 = time = 16
value = 30,4

[State 210, 3]
type = ChangeState
trigger1 = time = 20
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;
[Statedef 196]
type = S
ctrl = 0
anim = 9999
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[state 0,0]
type = destroyself
trigger1 = time >= 300

;---------------------------------------------------
;起き上がり攻撃
[Statedef 1407]
type    = C
movetype= A
physics = S
juggle  = 5
poweradd= 40
ctrl = 0
velset = 0,0
anim = 7037
sprpriority = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = C, NA
damage = 50, 10
getpower = 8
givepower = 5
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, miss
pausetime = 2, 2
sparkno = 0;S8000
sparkxy = 0, floor(-60 + p2dist y)
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3,-4
air.velocity = -3,-3.5
fall = 1
air.fall = 1
fall.recovertime = 30

[State 0, 0]
type = Explod
trigger1 = animelem = 8
postype = p1
pos = 0,0
anim = 7038
ownpal = 1
keyctrl = 0
sprpriority = 3

[State 0, 0]
type = PlaySnd
trigger1 = animelem = 8
value = 180, 0

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

;---------------------------------------------------
;パワーを溜める
[Statedef 1409]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 7040
sprpriority = 1

[State 810, 11];パワーを溜める
type = powerAdd
trigger1 = time >= 5
value = 5

[State 0,0]
type = varAdd
triggerall = var(48) <= 98
trigger1 = time >= 5
persistent = 20
v = 48
value = 1

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 5
value = 170,1
channel = 3

[State 5201, 5]
type = PalFX
trigger1 = gametime % 12 = 0
time = 3
add = 28,28,128

[State 1, 0]
type = ChangeState
trigger1 = command != "holda"
trigger2 = command != "holdx"
;trigger3 = power = 3000
value = 0
ctrl = 1

















;---:::::::::::::::::::::::::::::::::::::::::::::
;投げ ちび刹那よび
[Statedef 930]
type    = S
movetype= A
physics = S
ctrl = 0
juggle = 4
anim = 7574
sprpriority = 2

[State 200, 3]
type = ChangeState
trigger1 = Time = 100
value = 0
ctrl = 1

[State 0, 0]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "chibi"
ID = 1031
stateno = 931
postype = p1
pos = 20,-40
keyctrl = 0
ownpal = 1


;---:::::::::::::::::::::::::::::::::::::::::::::
;ちび刹那
[Statedef 931]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7571
sprpriority = 2
velset = 5,-3

[State 0, 0]
type = Explod
trigger1 = time = 0
;postype = p1
pos = 0,-15
anim = 7442
ownpal = 1
keyctrl = 0
sprpriority = 5

[state 0,0]
type = velset
trigger1 = time = 15
x = 0
y = 0

[State 800, 1]
type = HitDef
;trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = time <= 2
trigger1 = P2MoveType != H
attr = S, NT
hitflag = H
priority = 1, Miss
sparkno = -1
air.juggle = 14
hitsound = S101, 1
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1)
;p2facing = -1
p1stateno = 932
p2stateno = 933
fall = 1
fall.recover = 0;38

[State 200, 3]
type = ChangeState
trigger1 = time = 50
value = 1034



;---:::::::::::::::::::::::::::::::::::::::::::::
;ちび刹那
[Statedef 932]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7572
sprpriority = 2
velset = 0,0

[State 1000, Snd1]
type = PlaySnd
trigger1 = time >= 16
value = 440,1
channel = 2
persistent = 12

[state 2, limitstar]
type = parentvaradd
triggerall = parent,var(41) = 2
triggerall = parent,var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1

[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(43) <= 3
trigger1 = parent,var(24) < 7
trigger1 = parent,var(27) = 0
trigger1 = time = 1
v = 24
value = 1
persistent = 0

[state 0,0]
type = velset
trigger1 = time = 16
y = -1

[State 200, 3]
type = ChangeState
trigger1 = time = 80
value = 1034

;---:::::::::::::::::::::::::::::::::::::::::::::
;相手
[Statedef 933]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 7573

[state 0,0]
type = velset
trigger1 = time = 16
y = -1

[state 0,0]
type = lifeadd
trigger1 = time >= 20
value = -9
persistent = 15

[state 0,0]
type = selfstate
trigger1 = time >= 90;34
value = 5050

;---:::::::::::::::::::::::::::::::::::::::::::::
;投げようとする
[Statedef 981]
type    = S
movetype= A
physics = S
ctrl = 0
juggle = 4
anim = 7321
sprpriority = 2
velset = 3,0

[state 0,0]
type = Velset
trigger1 = time <= 8
x = 3

[State 800, 1]
type = HitDef
;trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = time >= 5
trigger1 = P2MoveType != H
attr = S, NT
hitflag = H
priority = 1, Miss
sparkno = -1
air.juggle = 14
hitsound = S101, 1
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1)
;p2facing = -1
p1stateno = 900
p2stateno = 901
fall = 1
fall.recover = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; nageうるま
[Statedef 964]
type    = A
movetype= A
physics = A
ctrl = 0
sprpriority = 2
poweradd = 0
[state 0,0]
type = velset
trigger1 = time <= 20
y = 0
[state 0,0]
type = velset
trigger1 = time = 1
x = 1.8
[State 5, kensen]
type = Explod
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 1
anim = 1503
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 4
supermovetime = 50
pausemovetime = 50
persistent = 4
scale = 0.5,0.5
removeongethit = 1



[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 200, HitDef]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = A, SA
damage = 40, 8
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = heavy
hitflag = MAF
priority = 1, Hit
pausetime = 14, 14
guard.pausetime = 8, 12
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -10
hitsound = S101, 11
guardsound = S0, 0
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -7.4,-15.5
air.velocity = -7.2,-15;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = 58;ifelse(fvar(7)>=30,1,30- floor(fvar(7)))
guard.kill = 0

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1501

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1


;------------------------------------------
; 投げられてる相手
[Statedef 962]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0
velset =0,0

[state 0,0]
type = velset
trigger1 = time <= 50
x = 0
y = 0

[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = time <= 40
value = SCA
time = 2

[state 0,0]
type = changestate
trigger1 = time <= 14
trigger1 = command = "a"
trigger1 = command = "x"
value = 943

[state 0,0]
type = screenbound
trigger1 = 1
value = 0

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = facing = enemy,facing

[state 0,0]
type = changeanim
trigger1 = time <= 24
value = 5011
[state 0,0]
type = changeanim2
trigger1 = time = 29
value = 1176
[state 0,0]
type = lifeadd
trigger1 = time = 29
value = -40
kill = 0
[state 0,0]
type = lifeadd
trigger1 = time = 47
value = -40

[state 0,0]
type = playerpush
trigger1 = 1
value = 0

[state 0,0]
type = posadd
trigger1 = time <= 12
x = 1
[state 0,0]
type = velset
trigger1 = time = 47;30;
x = -8
y = 7

[state 0,0]
type = changestate
trigger1 = time >= 48;32;34
value = 9300;5050


;------------------------------------------
; 投げ抜け
[Statedef 963]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 2
velset =-1.5,0

[state 0,0]
type = selfstate
trigger1 = time = 15
value = 50
ctrl = 1

[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin arcana" = 0
value = 5000
[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin arcana"
trigger1 = selfanimexist(5604)
value = 5604
[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin arcana"
trigger1 = selfanimexist(5604) = 0
value = 5000

[state 0,0]
type = palfx
trigger1 = time = 2
time = 8
add = 60,70,140



;---:::::::::::::::::::::::::::::::::::::::::::::
;投げようとする アルカナN
[Statedef 940]
type    = S
movetype= A
physics = S
ctrl = 0
juggle = 4
anim = 903;7772
sprpriority = 2

[State 8, hiteffect]
type = Explod
;triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 541
postype = p1
pos = 35,-65
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1

[State 800, 1]
type = HitDef
trigger1 = time = 8
trigger1 = P2MoveType != H
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
air.juggle = 14
hitsound = S101, 1
sprpriority = 1
;p2facing = -1
p1stateno = 941
p2stateno = 942
fall = 0
fall.recover = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 9
value = 12, 0
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 18
trigger1 = random >= 500
value = 12, 1
channel = 0

;------------------------------------------
; 投げられてる相手
[Statedef 942]
type    = S
movetype= H
physics = S
ctrl = 0
sprpriority = 2
velset =0,0

[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = time <= 65
value = SCA
time = 2

[state 0,0]
type = changestate
trigger1 = time <= 14
trigger1 = command = "a"
trigger1 = command = "x"
value = 943

[state 0,0]
type = screenbound
trigger1 = 1
value = 0

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = facing = enemy,facing

[state 0,0]
type = changeanim
trigger1 = time <= 26
trigger2 = time = [35,44]
trigger3 = time = [54,63]
value = 5011
[state 0,0]
type = changeanim;2
trigger1 = time = 27
trigger2 = time = 45
trigger3 = time = 65
value = 5001
[state 0,0]
type = posadd
trigger1 = time = [27,30]
trigger2 = time = [45,49]
trigger3 = time = [65,68]
x = -2
[state 0,0]
type = lifeadd
trigger1 = time = 27
trigger2 = time = 45
value = -17
kill = 0
[state 0,0]
type = lifeadd
trigger1 = time = 65
value = -20

[state 0,0]
type = playerpush
trigger1 = 1
value = 0

[state 0,0]
type = posadd
trigger1 = time <= 12
x = 1
[state 0,0]
type = velset
trigger1 = time = [27,30]
trigger2 = time = [45,49]
x = -1
[state 0,0]
type = velset
trigger1 = time >= 65
x = -1.5

[state 0,0]
type = selfstate
trigger1 = time >= 83;34
value = 5000

;----------------------17chnge-----------------
;投げ
[Statedef 941]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0
anim = 901


[state 0,0]
type = targetbind
trigger1 = time <= 1
pos = 35,0
[state 0,0]
type = envshake
triggerall = anim = 905
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
time = 12
ampl = 2
[state 0,0]
type = hitadd
triggerall = anim = 905
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
;persistent = 0
value = 1

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x),-68
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
;persistent = 0
scale = 0.4,0.4
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
anim = 552
postype = p1
pos = floor(p2dist x),-68
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
;persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 15
anim = 540
postype = p1
pos = 55,-68
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
;persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[state 0,0]
type = changestate
trigger1 = time <= 16
trigger1 = enemy,stateno != 942
value = 943


[state 0,0]
type = changeanim
trigger1 = time = 17
value = 905

[state 0,0]
type = velset
trigger1 = time = [19,30]
x = 1
y = 0

[State 210, 2]
type = PlaySnd
trigger1 = time = 4
value = 200, 32
channel = 0


[State 200, 3]
type = ChangeState
triggerall = anim = 905
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 0, 0]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 9
;trigger3 = animelem = 15
value = 101, 31
[State 0, 0]
type = PlaySnd
trigger1 = animelem = 15
value = 101, 32

;アルカナ　NDホーミング
[State -1, arcana]
type = ChangeState
value = 9010
triggerall = var(41) = 3
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = command != "holdup"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = stateno != 8201
triggerall = stateno != 8430
;triggerall = stateno != 2000 && stateno != 2010 && stateno != [1020,1030]
trigger1 = time >= 66

;アルカナ　6Dホーミング 地上
[State -1, arcana]
type = ChangeState
value = 9014
triggerall = var(41) = 3
triggerall = command = "holdfwd"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = stateno != 8201
triggerall = stateno != 8430
;triggerall = stateno != 2000 && stateno != 2010 && stateno != [1020,1030]
triggerall = statetype != A
trigger1 = time >= 66
;アルカナ　4Dホーミング 地上
[State -1, arcana]
type = ChangeState
value = 9015
triggerall = var(41) = 3
triggerall = command = "holdback"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype != A
trigger1 = time >= 66


;---:::::::::::::::::::::::::::::::::::::::::::::
;3z
[Statedef 944]
type    = A
movetype= A
physics = S
juggle  = 0
ctrl = 0
;anim = 7513
poweradd = 0
sprpriority = 2

[state 0,reverse]
type = varset
trigger1 = time = 1
fvar(5) = fvar(5)*0.7
persistent = 0

[state 0,0]
type = posadd
trigger1 = time <= 16
x = 1
[state 0,0]
type = posadd
trigger1 = time <= 7
y = -1
[state 0,0]
type = posadd
trigger1 = time = [9,16]
y = 1
[state 0,0]
type = posset
trigger1 = time = 17
y = 0

[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = 1
value = SCA
time = 2

[State 210, 2]
type = PlaySnd
trigger1 = time = 2
value = 1, 10
channel = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = S, NA
damage = ifelse(var(39)=1,48,45), ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,50,0),6
givepower = 22,6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12, 10
guard.pausetime = 6, 6
sparkno = 3;S8000
sparkxy = -18, -55
hitsound = S101, 2
guardsound = S0, 0
ground.type = high
ground.slidetime = 50
ground.hittime  = 15
ground.velocity = -9.5,-3
air.velocity = -9.5,-3
down.velocity = -3,-1
fall = 1
air.fall = 1
fall.recovertime = 80
p2stateno = 9300

[State 0, 0]
type = PlaySnd
trigger1 = time = 4
value = 100, 2

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;------------------------------------------
; 投げ抜け
[Statedef 943]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 2
velset =-1.5,0

[state 0,0]
type = selfstate
trigger1 = time = 15
value = 0
ctrl = 1

[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin arcana" = 0
value = 5000
[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin arcana"
trigger1 = selfanimexist(5604)
value = 5604
[state 0,0]
type = changeanim
trigger1 = authorname = "Drowin arcana"
trigger1 = selfanimexist(5604) = 0
value = 5000

[state 0,0]
type = palfx
trigger1 = time = 2
time = 8
add = 60,70,140


;---:::::::::::::::::::::::::::::::::::::::::::::
;投げようとする アルカナ横
[Statedef 945]
type    = S
movetype= A
physics = S
ctrl = 0
juggle = 4
anim = 900
sprpriority = 2

[State 8, hiteffect]
type = Explod
;triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 541
postype = p1
pos = 35,-70
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1

[State 800, 1]
type = HitDef
trigger1 = time = 4
trigger1 = P2MoveType != H
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
air.juggle = 14
hitsound = S101, 1
sprpriority = 1
;p2facing = -1
p1stateno = 946
p2stateno = 947
fall = 1
fall.recover = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 18
value = 12, 0
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 18
trigger1 = random >= 500
value = 12, 1
channel = 0

;------------------------------------------
; 投げられてる相手
[Statedef 947]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset =0,0

[state 0,0]
type = changestate
trigger1 = time <= 6
trigger1 = command = "a"
trigger1 = command = "x"
value = 943

[state 0,0]
type = null;screenbound
trigger1 = 1
value = 0


[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = 1
value = SCA
time = 5

[state 0,0]
type = lifeadd
trigger1 = time = 20
value = -55

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = facing = enemy,facing

[state 0,0]
type = changeanim
trigger1 = time <= 17
value = 5011
[state 0,0]
type = changeanim
trigger1 = time >= 18
value = 5050;70

[state 0,0]
type = playerpush
trigger1 = 1
value = 0

[state 0,0]
type = posadd
trigger1 = time <= 12
x = 1
[state 0,0]
type = velset
trigger1 = time = 19
x = 6
y = -8
[state 0,0]
type = veladd
trigger1 = time >=19
y = 0.45


[state 0,0]
type = selfstate
trigger1 = time >= 25;34
trigger1 = pos y >= 0
value = 5100
ctrl = 0

;----------14-----------------------------
;投げ
[Statedef 946]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 901
sprpriority = 1
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = time = 0
value = 901;1177

[state 0,0]
type = targetbind
trigger1 = time <= 1
pos = 28,0
[state 0,0]
type = targetbind
trigger1 = time = 14
pos = 33,-16
[state 0,0]
type = null;envshake
trigger1 = time = 20
time = 12
ampl = 2

[state 0,0]
type = changestate
trigger1 = time <= 6
trigger1 = enemy,stateno != 947
value = 943

[state 0,0]
type = changeanim
trigger1 = time = 14
value = 902;7771

[state 0,reverse]
type = varset
trigger1 = time = 1
fvar(5) = fvar(5)*0.8
persistent = 0

[State 210, 2]
type = PlaySnd
trigger1 = time = 4
value = 200, 32
channel = 0


[state 0,0]
type = null;turn
trigger1 = animtime = 0
trigger1 = anim = 902
[State 200, 3]
type = ChangeState
trigger1 = animtime = 0
trigger1 = anim = 902
value = 5120
ctrl = 0







;---------------------------------------
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 0
ctrl = 0
anim = 200
sprpriority = 2
[state 0, meltyblood]
type = varadd
trigger1 = time = 1
trigger1 = var(45) % 10 = 0
var(45) = 1
persistent = 0

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.82
persistent = 0
[State 0, reverse]
type = Explod
persistent = 0
triggerall = time = 1
triggerall = Numexplod(200) = 0
trigger1 = var(45) > 1
trigger2 = var(46) > 1
anim = 7059
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,232),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 200
[state 0,reverse]
type = varset
triggerall = time = 0
trigger1 = var(45) >= 1
trigger2 = var(46) >= 1
fvar(5) = fvar(5)*0.94
persistent = 0

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
postype = left
pos = ifelse(teamside = 1,0,260),60
scale = 0.5,0.5
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[state 0,0]
type = reversaldef
trigger1 = enemy,movetype = A
trigger1 = time <= 3
Reversal.Attr = SCA, NA,SA,NP,SP
pausetime = 14,15
hitsound = S30,2
numhits = 0
sparkno = S7109
sparkxy = 32,15

[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = time >= 3
attr = S, NA
damage = ifelse(var(39)=1,33,30), 0
getpower = ifelse(var(50)=0,30,0),8
givepower = 18,4
animtype = medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 5, 8
sparkno = 0;S8004
sparkxy = -5, -80
hitsound = S101, 1
guardsound = S0, 0
ground.type = High
ground.slidetime = 3
ground.hittime  = 8
ground.velocity = -2
air.velocity = -2,-3

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 1


[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; AI RUN_FWD dash
[Statedef 201]
type    = S
physics = S
anim = 100
sprpriority = 1

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(45) = 0
[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(46) = 0
[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 1
value = 0,4

[State 200, 4]
type = CtrlSet
trigger1 = time = 6
value = 1

[State 100, 1]
type = VelSet
trigger1 = time >= 2
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = enemy,movetype = A
trigger2 = time >= 40
value = 0
ctrl = 1





;---------------------------------------------------------------------------
; Jump Start
[Statedef 242]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 243
ctrl = 1


;---------------------------------------------------------------------------
; Jump Up
[Statedef 243]
type    = A
physics = A

[State 0, 0]
type = ChangeAnim
triggerall = Numhelper(2990) >= 1
trigger1 = Anim != 101
value = 101

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
triggerall = prevstateno != 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 44, ifelse((vel x)>0, 45, 46))

[State 50, 2]
type = ChangeAnim
triggerall = prevstateno = 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[state 0,0]
type = changestate
triggerall = enemy,gethitvar(hitcount) < 5
trigger1 = time >= 7
trigger1 = p2dist y = [-20,30]
trigger2 = time = 22
value = 640

[state 0,0]
type = changestate
triggerall = enemy,gethitvar(hitcount) >= 4
trigger1 = power >= 2000
trigger1 = time >= 7
trigger1 = p2dist y = [-50,50]
value = 2170

[state 0,0]
type = changestate
;triggerall = enemy,gethitvar(hitcount) >= 4
trigger1 = time >= 15
trigger1 = p2dist y = [-20,100]
value = 1090

[state 0,0]
type = changestate
trigger1 = time >= 30
trigger1 = enemy,movetype != H
value = 51
ctrl = 1



;---------------------------------------------------------------------------
; AI Jump Start
[Statedef 421]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10

[State 40, 6]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = prevstateno = 1012
trigger2 = prevstateno = 2000
value = 423
ctrl = 1

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 422
ctrl = 0

;---------------------------------------------------------------------------
; AI Jump Up
[Statedef 422]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 16
trigger1 = p2dist y = [-10,20]
value = 610

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 17
;trigger1 = p2dist y = [-15,25]
value = 630

[state 0,0]
type = ctrlset
trigger1 = time >= 19
value = 1
;---------------------------------------------------------------------------
; AI Jump Up
[Statedef 423]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 3
trigger1 = random >= 500
value = 620
[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 4
;trigger1 = p2dist y = [-15,25]
trigger1 = random >= 500
value = 630



;---------------------------------------------------------------------------
; AI Jump Start
[Statedef 425]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = 1
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 426
ctrl = 0

;---------------------------------------------------------------------------
; AI Jump Up
[Statedef 426]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 6
trigger1 = random >= 800
value = 234
[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 6
trigger1 = random >= 900
value = 45

[state 0,0]
type = ctrlset
trigger1 = time >= 10
value = 1



;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; クラウソラス１
[Statedef 1000]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1500

[State 1200, 9]
type = StateTypeSet
trigger1 = animelem = 2
trigger2 = prevstateno = [7040,7041]
statetype = A

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 1
value = 1, 11
channel = 0
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = animelemtime(2) = 1
x = 1
y = -6.8
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 8
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 0, 0]
type = Explod
trigger1 = prevstateno != [7040,7041]
trigger1 = time = [8,20]
trigger1 = random >= 830
postype = p1
pos = 32,-50
anim = 186
pausemovetime = 99
random = 44,42
ownpal = 1
persistent = 3
sprpriority = 3
scale = 0.5,0.5

[State 210, 2]
type = PlaySnd
triggerall = anim = 1500
trigger1 = animelemtime(2) = 1
value = 1, 17
persistent = 0
ignorehitpause = 1

[State 5, kensen]
type = Explod
triggerall = anim = 1500
trigger1 = animelemtime(2) = 1
anim = 1501
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1000
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1500
trigger1 = animelemtime(3) = 0
anim = 1502
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1000
removeongethit = 1
bindtime = -1
[State 5, kensen]
type = removeExplod
trigger1 = movecontact
id = 1000
ignorehitpause = 1
[State 5, kensen]
type = Explod
trigger1 = movecontact
anim = 1503
persistent = 0
postype = p1
pos = 0,0
removeongethit = 1
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
scale = 0.5,0.5
id = 1001

[state 0,0]
type = veladd
trigger1 = time >= 5
y = 0.45

[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, SA
damage = 110, 11
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13, 15
guard.pausetime = 10, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-9.5
air.velocity = -2.2,-9.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=22,1,22- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613



;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; リア・ファイル
[Statedef 2000]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1518


[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0];背景
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "bg"
ID = 1985
stateno = 1985
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 1, 14
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 33
value = 1, 15
channel = 0
ignorehitpause = 1

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.66
persistent = 0
ignorehitpause = 1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time = 0
value = SCA
time = 36

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 0
time = 30
movetime = 30
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
scale = 0.5,0.5
removeongethit = 1

[State 0, 0]
type = Explod
trigger1 = prevstateno != [7040,7041]
trigger1 = time = [30,100]
trigger1 = random >= 830
postype = p1
pos = 36,-50
anim = 186
pausemovetime = 99
random = 44,42
ownpal = 1
persistent = 5
sprpriority = 4
scale = 0.5,0.5


[State 1200, 9]
type = StateTypeSet
trigger1 = animelem = 2
trigger2 = prevstateno = [7040,7041]
statetype = A
[state 0,0]
type = velset
trigger1 = animelemtime(2) = 1
x = 2
;y = -6.8
persistent = 0
[state 0,0]
type = velset
trigger1 = animelemtime(18) = 1
x = 1.8
y = -6.8
persistent = 0

[state 0,0]
type = veladd
trigger1 = animelem = 23
trigger2 = animelem = 24
trigger3 = time >= 80
y = 0.45
[state 0,0]
type = posadd
trigger1 = time = 30
y = -2

[State 210, 3]
type =null; ChangeState
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = time >= 108
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 210, 2]
type = PlaySnd
triggerall = anim = 1518
trigger1 = animelemtime(4) = 1
value = 1, 17
ignorehitpause = 1
persistent = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1518
trigger1 = animelemtime(4) = 1
;trigger2 = animelemtime(5) = 1
trigger2 = animelemtime(10) = 1
trigger3 = animelemtime(17) = 1
anim = 1503;1
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
;persistent = 0
scale = 0.5,0.5
removetime = 9
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1518
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(12) = 0
trigger3 = animelemtime(19) = 0
anim = 1502
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
removetime = 9
sprpriority = 3
supermovetime = 50
pausemovetime = 50
;persistent = 0
scale = 0.5,0.5
removeongethit = 1
bindtime = -1
[State 5, kensen]
type = null;removeExplod
trigger1 = movecontact
id = 1000
ignorehitpause = 1
[State 5, kensen]
type = Explod
triggerall = movecontact
trigger1 = animelemtime(4) = 3
;trigger2 = animelemtime(5) = 1
trigger2 = animelemtime(10) = 3
trigger3 = animelemtime(17) = 3
anim = 1503
persistent = 0
postype = p1
pos = 0,0
removeongethit = 1
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
scale = 0.5,0.5
removetime = 8


[State 5, kensen]
type = Explod
triggerall = anim = 1519
trigger1 = animelemtime(21) = 1
anim = 1506
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1519
trigger1 = animelemtime(22) = 0
anim = 1507
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
;id = 1005
removeongethit = 1
bindtime = -1

[State 5, kensen]
type = Explod
trigger1 = animelem = 21
trigger1 = movecontact
anim = 1508
persistent = 0
postype = p1
pos = 0,0
removeongethit = 1
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
scale = 0.5,0.5


[state 0,0]
type = null;veladd
trigger1 = time >= 65
y = 0.45

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
triggerall = movehit
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(5) = 2
trigger4 = animelemtime(10) = 1
trigger5 = animelemtime(10) = 3
trigger6 = animelemtime(11) = 2
trigger7 = animelemtime(17) = 1
trigger8 = animelemtime(17) = 3
trigger9 = animelem = 21
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
;persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
triggerall = movehit
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(5) = 2
trigger4 = animelemtime(10) = 1
trigger5 = animelemtime(10) = 3
trigger6 = animelemtime(11) = 2
trigger7 = animelemtime(17) = 1
trigger8 = animelemtime(17) = 3
trigger9 = animelem = 21
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
;persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
triggerall = movehit
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(5) = 2
trigger4 = animelemtime(10) = 1
trigger5 = animelemtime(10) = 3
trigger6 = animelemtime(11) = 2
trigger7 = animelemtime(17) = 1
trigger8 = animelemtime(17) = 3
trigger9 = animelem = 21
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
;persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
triggerall = movehit
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(5) = 2
trigger4 = animelemtime(10) = 1
trigger5 = animelemtime(10) = 3
trigger6 = animelemtime(11) = 2
trigger7 = animelemtime(17) = 1
trigger8 = animelemtime(17) = 3
trigger9 = animelem = 21
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
;persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 200, HitDef]
type = HitDef
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(5) = 2
persistent = 2
attr = A, HA
damage = 80, 11
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 23,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 12
guard.pausetime = 7, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-5.5
air.velocity = -2.2,-5.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=32,1,32- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613

[State 200, HitDef]
type = HitDef
trigger1 = animelemtime(10) = 1
trigger2 = animelemtime(10) = 3
trigger3 = animelemtime(11) = 2
persistent = 2
attr = A, HA
damage = 30, 11
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 23,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 12
guard.pausetime = 7, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-5.5
air.velocity = -2.2,-5.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=32,1,32- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613

[State 200, HitDef]
type = HitDef
trigger1 = animelemtime(17) = 1
trigger2 = animelemtime(17) = 3
persistent = 2
attr = A, HA
damage = 80, 11
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 23,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 12
guard.pausetime = 7, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-5.5
air.velocity = -2.2,-5.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=32,1,32- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 21
persistent = 0
attr = A, HA
damage = 110, 14
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 23,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 16
guard.pausetime = 9, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 95
ground.hittime  = 95
ground.velocity = -2,-14.5
air.velocity = -2,-14.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = 80;ifelse(fvar(7)>=22,1,22- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; リア・ファイルair
[Statedef 2005]
type    = S;A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[State 0, 0]
type = Explod
trigger1 = prevstateno != [7040,7041]
trigger1 = time = [33,100]
trigger1 = random >= 830
postype = p1
pos = 34,-60
anim = 186
random = 44,42
ownpal = 1
persistent = 3
sprpriority = 4
scale = 0.5,0.5
pausemovetime = 99

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1519

[State 210, 2]
type = PlaySnd
triggerall = anim = 1519
trigger1 = animelemtime(4) = 1
value = 1, 17
ignorehitpause = 1
persistent = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
triggerall = movehit
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(5) = 2
trigger4 = animelemtime(10) = 1
trigger5 = animelemtime(10) = 3
trigger6 = animelemtime(11) = 2
trigger7 = animelemtime(17) = 1
trigger8 = animelemtime(17) = 3
trigger9 = animelem = 21
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
;persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
triggerall = movehit
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(5) = 2
trigger4 = animelemtime(10) = 1
trigger5 = animelemtime(10) = 3
trigger6 = animelemtime(11) = 2
trigger7 = animelemtime(17) = 1
trigger8 = animelemtime(17) = 3
trigger9 = animelem = 21
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
;persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
triggerall = movehit
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(5) = 2
trigger4 = animelemtime(10) = 1
trigger5 = animelemtime(10) = 3
trigger6 = animelemtime(11) = 2
trigger7 = animelemtime(17) = 1
trigger8 = animelemtime(17) = 3
trigger9 = animelem = 21
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
;persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
triggerall = movehit
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(5) = 2
trigger4 = animelemtime(10) = 1
trigger5 = animelemtime(10) = 3
trigger6 = animelemtime(11) = 2
trigger7 = animelemtime(17) = 1
trigger8 = animelemtime(17) = 3
trigger9 = animelem = 21
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
;persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500


[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0];背景
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "bg"
ID = 1985
stateno = 1985
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 1, 20
channel = 0
ignorehitpause = 1

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.66
persistent = 0
ignorehitpause = 1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time = 0
value = SCA
time = 33

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 0
time = 30
movetime = 30
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)


[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
scale = 0.5,0.5
removeongethit = 1




[State 1200, 9]
type = StateTypeSet
trigger1 = animelem = 2
trigger2 = prevstateno = [7040,7041]
statetype = A

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(3) = 1
value = 1, 15
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = animelemtime(2) = 1
trigger2 = animelemtime(10) = 1
x = 1.8
y = -2.2
persistent = 0
[state 0,0]
type = velset
trigger1 = animelemtime(17) = 1
x = 1.8
y = -6.8
persistent = 0

[state 0,0]
type = veladd
trigger1 = animelem = 23
trigger2 = animelem = 24
trigger3 = time >= 80
;trigger4 = time = [45,80]
y = 0.45
[state 0,0]
type = velmul
trigger1 = time = [45,70]
y = 0.8

[State 210, 3]
type =null; ChangeState
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = time >= 108
trigger1 = pos y >= 0
value = 9929
ctrl = 0


[State 5, kensen]
type = Explod
triggerall = anim = 1519
trigger1 = animelemtime(4) = 1
;trigger2 = animelemtime(5) = 1
trigger2 = animelemtime(10) = 1
trigger3 = animelemtime(17) = 1
anim = 1503;1
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
;persistent = 0
scale = 0.5,0.5
removetime = 9
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1519
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(12) = 0
trigger3 = animelemtime(19) = 0
anim = 1502
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
;persistent = 0
scale = 0.5,0.5
removeongethit = 1
;removetime = 9
bindtime = -1
[State 5, kensen]
type = null;removeExplod
trigger1 = movecontact
id = 1000
ignorehitpause = 1
[State 5, kensen]
type = Explod
triggerall = movecontact
trigger1 = animelemtime(4) = 3
;trigger2 = animelemtime(5) = 1
trigger2 = animelemtime(10) = 3
trigger3 = animelemtime(17) = 3
anim = 1503
persistent = 0
postype = p1
pos = 0,0
removeongethit = 1
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
scale = 0.5,0.5
removetime = 8


[State 5, kensen]
type = Explod
triggerall = anim = 1519
trigger1 = animelemtime(21) = 1
anim = 1506
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1519
trigger1 = animelemtime(22) = 0
anim = 1507
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
;id = 1005
removeongethit = 1
bindtime = -1

[State 5, kensen]
type = Explod
trigger1 = animelem = 21
trigger1 = movecontact
anim = 1508
persistent = 0
postype = p1
pos = 0,0
removeongethit = 1
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
scale = 0.5,0.5


[state 0,0]
type = null;veladd
trigger1 = time >= 65
y = 0.45

[State 200, HitDef]
type = HitDef
trigger1 = animelemtime(4) = 1
trigger2 = animelemtime(4) = 3
trigger3 = animelemtime(5) = 2
persistent = 2
attr = A, HA
damage = 80, 11
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 23,10
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 12
guard.pausetime = 7, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-5.5
air.velocity = -2.2,-5.7;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=32,1,32- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613

[State 200, HitDef]
type = HitDef
trigger1 = animelemtime(10) = 1
trigger2 = animelemtime(10) = 3
trigger3 = animelemtime(11) = 2
persistent = 2
attr = A, HA
damage = 80, 11
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 23,10
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 12
guard.pausetime = 7, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-5.5
air.velocity = -2.2,-5.7;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=32,1,32- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613

[State 200, HitDef]
type = HitDef
trigger1 = animelemtime(17) = 1
trigger2 = animelemtime(17) = 3
persistent = 2
attr = A, HA
damage = 80, 11
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 23,10
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 12
guard.pausetime = 7, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-5.5
air.velocity = -2.2,-5.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=32,1,32- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 21
persistent = 0
attr = A, HA
damage = 110, 14
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 23,10
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 16
guard.pausetime = 9, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 95
ground.hittime  = 95
ground.velocity = -2,-14.5
air.velocity = -2,-14.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = 75;ifelse(fvar(7)>=22,1,22- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; クラウソラス2
[Statedef 1001]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[State 0, 0]
type = Explod
trigger1 = prevstateno != [7040,7041]
trigger1 = time = [8,20]
trigger1 = random >= 830
postype = p1
pos = 35,-50
anim = 186
pausemovetime = 99
random = 44,42
ownpal = 1
persistent = 3
sprpriority = 2
scale = 0.5,0.5

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1504

[State 210, 2]
type = PlaySnd
triggerall = anim = 1504
trigger1 = animelemtime(2) = 1
value = 1, 17
ignorehitpause = 1

[State 1200, 9]
type = StateTypeSet
trigger1 = animelem = 2
trigger2 = prevstateno = [7040,7041]
statetype = A

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 1
value = 1, 11
channel = 0
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = animelemtime(2) = 1
x = 1.1
y = -8.4
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 8
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 5, kensen]
type = Explod
triggerall = anim = 1504
trigger1 = animelemtime(2) = 1
anim = 1501
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1000
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1504
trigger1 = animelemtime(3) = 0
anim = 1502
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1000
removeongethit = 1
bindtime = -1
[State 5, kensen]
type = removeExplod
trigger1 = movecontact
id = 1000
ignorehitpause = 1
[State 5, kensen]
type = Explod
trigger1 = movecontact
anim = 1503
persistent = 0
postype = p1
pos = 0,0
removeongethit = 1
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
scale = 0.5,0.5
id = 1001

[state 0,0]
type = veladd
trigger1 = time >= 5
y = 0.45

[State 200, HitDef]
type = HitDef
trigger1 = time >= 8
persistent = 0
attr = A, SA
damage = 121, 11
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,148)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 12
guard.pausetime = 8, 10
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-9.7
air.velocity = -2.2,-9.7;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=22,1,22- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613



;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; クラウソラス3
[Statedef 1002]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1505

[State 1200, 9]
type = StateTypeSet
trigger1 = animelem = 2
trigger2 = prevstateno = [7040,7041]
statetype = A

[State 210, 2]
type = PlaySnd
triggerall = anim = 1505
trigger1 = animelemtime(2) = 1
value = 1, 17
ignorehitpause = 1
persistent = 0

[State 0, 0]
type = Explod
trigger1 = prevstateno != [7040,7041]
trigger1 = time = [8,25]
trigger1 = random >= 830
postype = p1
pos = 25,-55
anim = 186
pausemovetime = 99
random = 44,42
ownpal = 1
persistent = 3
sprpriority = 3
scale = 0.5,0.5

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 1
value = 1, 11
persistent = 0
ignorehitpause = 1
channel = 0

[state 0,0]
type = velset
trigger1 = animelemtime(2) = 1
x = 1.2
y = -9.2
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 8
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 5, kensen]
type = Explod
triggerall = anim = 1505
trigger1 = animelemtime(2) = 1
anim = 1501
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1000
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1505
trigger1 = animelemtime(3) = 0
anim = 1502
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1000
removeongethit = 1
bindtime = -1
[State 5, kensen]
type = removeExplod
trigger1 = movecontact
id = 1000
ignorehitpause = 1
[State 5, kensen]
type = Explod
trigger1 = movecontact
anim = 1503
persistent = 0
postype = p1
pos = 0,0
removeongethit = 1
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
scale = 0.5,0.5
id = 1001


[State 210, 2]
type = PlaySnd
persistent = 0
triggerall = anim = 1505
trigger1 = animelemtime(6) = 1
value = 1, 17
ignorehitpause = 1

[State 5, kensen]
type = Explod
triggerall = anim = 1505
trigger1 = animelemtime(6) = 1
anim = 1506
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1000
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1505
trigger1 = animelemtime(7) = 0
anim = 1507
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1005
removeongethit = 1
bindtime = -1
[State 5, kensen]
type = removeExplod
trigger1 = movecontact
id = 1000
ignorehitpause = 1
[State 5, kensen]
type = Explod
trigger1 = animelem = 7
trigger1 = movecontact
anim = 1508
persistent = 0
postype = p1
pos = 0,0
removeongethit = 1
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
scale = 0.5,0.5
id = 1001

[state 0,0]
type = veladd
trigger1 = time >= 5
y = 0.45

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 2
persistent = 0
attr = A, SA
damage = 65, 3
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,122)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 43,30
animtype = heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13, 15
guard.pausetime = 10, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-8
air.velocity = -2.2,-8;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=22,1,22- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 7
persistent = 0
attr = A, SA
damage = 115, 9
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,148)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 13, 15
guard.pausetime = 10, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-11
air.velocity = -2.2,-11;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=22,1,22- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
;p2stateno = 9613









;---------------------------------------------------------------------------
; ブリューナク１
[Statedef 1010]
type    = S;A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,35)
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 1, 21
persistent = 0
ignorehitpause = 1


[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1509

[State 1200, 9]
type = StateTypeSet
trigger1 = animelem = 2
trigger2 = prevstateno = [7040,7041]
statetype = A

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(3) = 1
value = 1, 13
channel = 0
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = animelemtime(3) = 2
x = 5
y = -1.4
persistent = 0
[state 0,0]
type = veladd
trigger1 = time >= 16
y = 0.45

[State 210, 3]
type = Changeanim
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger2 = anim = 5040
value = 5040
ctrl = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1509
trigger1 = animelemtime(4) = 0
anim = 1510
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 540
random = 10,10
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500



[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, SA
damage = 110, 11
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 12, 15
guard.pausetime = 8, 14
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.8,-3.5
air.velocity = -2.8,-3.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.3
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=28,1,28- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)


;---------------------------------------------------------------------------
; ブリューナク2
[Statedef 1011]
type    = S;A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,35)
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1511

[State 1200, 9]
type = StateTypeSet
trigger1 = animelem = 2
trigger2 = prevstateno = [7040,7041]
statetype = A

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(3) = 1
value = 1, 13
persistent = 0
ignorehitpause = 1
channel = 0

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 1, 21
persistent = 0
ignorehitpause = 1


[state 0,0]
type = velset
trigger1 = animelemtime(3) = 2
x = 6.8
y = -1.8
persistent = 0
[state 0,0]
type = veladd
trigger1 = time >= 18
y = 0.45

[State 210, 3]
type = Changeanim
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger2 = anim = 5040
value = 5040
ctrl = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 540
random = 10,10
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500



[State 5, kensen]
type = Explod
triggerall = anim = 1511
trigger1 = animelemtime(4) = 0
anim = 1510
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1


[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, SA
damage = 125, 14
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 15
guard.pausetime = 14, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.8,-3.5
air.velocity = -2.8,-3.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.3
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=28,1,28- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)


;---------------------------------------------------------------------------
; ブリューナク3
[Statedef 1012]
type    = S;A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,35)
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 1, 21
persistent = 0
ignorehitpause = 1


[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1512

[State 1200, 9]
type = StateTypeSet
trigger1 = animelem = 2
trigger2 = prevstateno = [7040,7041]
statetype = A

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(3) = 1
value = 1, 13
persistent = 0
ignorehitpause = 1
channel = 0

[state 0,0]
type = velset
trigger1 = animelemtime(3) = 3
x = 8.7
y = -2.5
persistent = 0
[state 0,0]
type = veladd
trigger1 = time >= 29
y = 0.45

[State 210, 3]
type = Changeanim
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger2 = anim = 5040
value = 5040
ctrl = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 540
random = 10,10
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500



[State 5, kensen]
type = Explod
triggerall = anim = 1512
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(5) = 0
anim = 1510
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
;persistent = 0
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1


[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, SA
damage = 140, 15
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,150)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 18
guard.pausetime = 16, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.8,-3.5
air.velocity = -2.8,-3.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.3
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=28,1,28- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
p2stateno = 9300

;---------------------------------------------------------------------------
; フラガラッハ1
[Statedef 1020]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,35)
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1513

[State 210, 2]
type = PlaySnd
triggerall = anim = 1513
trigger1 = animelemtime(4) = 1
value = 1, 12
persistent = 0
ignorehitpause = 1
channel = 0

[State 210, 2]
type = PlaySnd
triggerall = anim = 1513
trigger1 = animelemtime(4) = 1
value = 1, 17
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
triggerall = anim = 1513
trigger1 = animelemtime(3) = 1
x = 2
y = -2
persistent = 0
[state 0,0]
type = veladd
trigger1 = time >= 15
y = 0.45

[State 210, 3]
type = null;Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1513
trigger1 = time = [16,18]
anim = 1514
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 3
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1513
trigger1 = animelemtime(6) = 0
anim = 1515
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500



[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, SA
damage = 140, 15
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,150)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 18
guard.pausetime = 16, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.8,8
air.velocity = -2.8,8;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.3
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=38,1,38- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)


;---------------------------------------------------------------------------
; フラガラッハ2
[Statedef 1021]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,35)
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1513

[State 210, 2]
type = PlaySnd
triggerall = anim = 1513
trigger1 = animelemtime(4) = 1
value = 1, 12
persistent = 0
ignorehitpause = 1
channel = 0

[state 0,0]
type = velset
triggerall = anim = 1513
trigger1 = animelemtime(3) = 1
x = 2.5
y = -2.3
persistent = 0
[state 0,0]
type = veladd
trigger1 = time >= 17
y = 0.45

[State 210, 3]
type = null;Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 210, 2]
type = PlaySnd
triggerall = anim = 1513
trigger1 = animelemtime(4) = 1
persistent = 0
value = 1, 17
ignorehitpause = 1

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 5, kensen]
type = Explod
triggerall = anim = 1513
trigger1 = time = [16,18]
anim = 1514
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 3
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1513
trigger1 = animelemtime(6) = 0
anim = 1515
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1


[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, SA
damage = 140, 15
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,150)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 18
guard.pausetime = 16, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.8,8
air.velocity = -2.8,8;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.3
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=38,1,38- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

;---------------------------------------------------------------------------
; フラガラッハ3
[Statedef 1022]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,35)
velset = 0,0

[State 210, 2]
type = PlaySnd
triggerall = anim = 1513
trigger1 = animelemtime(4) = 1
value = 1, 17
ignorehitpause = 1
persistent = 0

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1513

[State 210, 2]
type = PlaySnd
triggerall = anim = 1513
trigger1 = animelemtime(4) = 1
value = 1, 12
channel = 0
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
triggerall = anim = 1513
trigger1 = animelemtime(3) = 1
x = 3
y = -2.8;6
persistent = 0
[state 0,0]
type = veladd
trigger1 = time >= 17
y = 0.45

[State 210, 3]
type = null;Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040


[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1513
trigger1 = time = [16,18]
anim = 1514
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 3
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1513
trigger1 = animelemtime(6) = 0
anim = 1515
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1


[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, SA
damage = 140, 15
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,150)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 18
guard.pausetime = 16, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.8,8
air.velocity = -2.8,8;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.3
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=38,1,38- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 6
trigger1 = movehit
trigger1 = power >= 1300
trigger1 = enemy,movetype = H
trigger1 = random >= 130
trigger1 = p2dist y = [-90,0]
value = 2005


;---------------------------------------------------------------------------
; オルナ1
[Statedef 1030]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,35)
velset = 1,-7

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1516

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = 1, 21
persistent = 0
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(7) = 1
value = 1, 10
channel = 0
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = animelemtime(8) = 0
y = 9
persistent = 0
[state 0,0]
type = veladd
trigger1 = time >= 6
y = 0.45

[State 210, 3]
type = Changeanim
trigger1 = animtime = 0
value = 5040


[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
trigger1 = movehit
value = 1035
ctrl = 0
[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 9929
ctrl = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1516
trigger1 = time >= 23
trigger1 = pos y <= -9
anim = 1517
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1


[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 540
random = 10,10
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, SA
damage = 124, 15
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,150)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 14
guard.pausetime = 16, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.8,-8
air.velocity = -2.8,-8;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.3
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=28,1,28- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
p2stateno = 9613


;---------------------------------------------------------------------------
; オルナ2
[Statedef 1031]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,35)
velset = 3.1,-7

[State 210, 2]
type = PlaySnd
triggerall = anim = 1516
trigger1 = animelemtime(6) = 0
value = 1, 21
persistent = 0
ignorehitpause = 1


[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1516


[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(7) = 1
value = 1, 10
persistent = 0
channel = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = animelemtime(8) = 0
x = 1
y = 9
persistent = 0
[state 0,0]
type = veladd
trigger1 = time >= 6
y = 0.45

[State 210, 3]
type = Changeanim
trigger1 = animtime = 0
value = 5040

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 540
random = 10,10
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
trigger1 = movehit
value = 1035
ctrl = 0
[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 9929
ctrl = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1516
trigger1 = time >= 23
trigger1 = pos y <= -9
anim = 1517
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1


[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, SA
damage = 124, 15
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,150)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 14
guard.pausetime = 16, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.8,-8
air.velocity = -2.8,-8;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.3
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=28,1,28- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
p2stateno = 9613


;---------------------------------------------------------------------------
; オルナ3
[Statedef 1032]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,35)
velset = 4.4,-7

[State 210, 2]
type = PlaySnd
triggerall = anim = 1516
trigger1 = animelemtime(6) = 0
value = 1, 21
persistent = 0
ignorehitpause = 1

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = movehit
anim = 540
random = 10,10
postype = p1
pos = floor(p2dist x),-10
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1516


[State 210, 2]
type = PlaySnd
triggerall = anim = 1516
trigger1 = animelemtime(7) = 1
value = 1, 10
channel = 0
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = animelemtime(8) = 0
x = 1
y = 9
persistent = 0
[state 0,0]
type = veladd
trigger1 = time >= 6
y = 0.45

[State 210, 3]
type = Changeanim
trigger1 = animtime = 0
value = 5040


[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
trigger1 = movehit
value = 1035
ctrl = 0
[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 9929
ctrl = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1516
trigger1 = time >= 23
trigger1 = pos y <= -9
anim = 1517
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.5,0.5
id = 1010
removepngethit = 1
bindtime = -1


[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, SA
damage = 124, 15
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,150)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 63,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 14
guard.pausetime = 16, 13
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.8,-8
air.velocity = -2.8,-8;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.3
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=28,1,28- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
p2stateno = 9613


;---------------------------------------------------------------------------
; オルナ反射
[Statedef 1035]
type    = A
movetype= I
physics = A
ctrl = 0
sprpriority = 1
velset = -1.2,-6.5
anim = 41

[State 210, 3]
type = Ctrlset
trigger1 = time >= 10
value = 1
















;---------------------------------------------------------------------------
; カレトブルッフ2
[Statedef 1005]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1505

[State 1200, 9]
type = StateTypeSet
trigger1 = animelem = 2
trigger2 = prevstateno = [7040,7041]
statetype = A

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(4) = 1
value = 3, 14
persistent = 0
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = prevstateno != [1003,1008]
trigger1 = animelemtime(1) = 5
value = 1, 10
persistent = 0
channel = 0
ignorehitpause = 1

[State 0,0]
type = HitOverride
trigger1 = prevstateno != [7040,7041]
trigger1 = prevstateno != [1003,1008]
time = 1
attr = SCA,AA,AP
stateno = 1004
IgnoreHitPause = 1

[state 0,0]
type = velset
trigger1 = animelemtime(2) = 1
trigger2 = movecontact
x = 1.2


[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1001



[State 5, kensen]
type = Explod
triggerall = anim = 1505
trigger1 = animelemtime(3) = 1
anim = 1503
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1000
removeongethit = 1
scale = 0.5,0.5
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = removeExplod
trigger1 = movecontact
id = 1000
ignorehitpause = 1
[State 5, kensen]
type = Explod
trigger1 = movecontact
anim = 1504
persistent = 0
postype = p1
pos = 0,0
removeongethit = 1
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
scale = 0.5,0.5
id = 1001


[state 0,0]
type = velset
trigger1 = animelem = 4
y = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = A, SA
damage = 169, 14
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 22, 24
guard.pausetime = 25, 30
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -50
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-3.5
air.velocity = -2.2,-3.2;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
p2stateno = 9613

;---------------------------------------------------------------------------
; カレトブルッフ3
[Statedef 1006]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1506

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = prevstateno != [1003,1008]
trigger1 = animelemtime(1) = 5
value = 1, 10
persistent = 0
channel = 0
ignorehitpause = 1

[State 0,0]
type = HitOverride
trigger1 = prevstateno != [7040,7041]
trigger1 = prevstateno != [1003,1008]
time = 1
attr = SCA,AA,AP
stateno = 1008
IgnoreHitPause = 1

[State 1200, 9]
type = StateTypeSet
trigger1 = animelem = 2
trigger2 = prevstateno = [7040,7041]
statetype = A


[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(4) = 1
value = 3, 14
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = animelemtime(2) = 1
trigger2 = movecontact
x = 1.2


[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1001



[State 5, kensen]
type = Explod
triggerall = anim = 1506
trigger1 = animelemtime(3) = 1
anim = 1503
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1000
removeongethit = 1
scale = 0.5,0.5
removepngethit = 1
bindtime = -1
[State 5, kensen]
type = removeExplod
trigger1 = movecontact
id = 1000
ignorehitpause = 1
[State 5, kensen]
type = Explod
trigger1 = movecontact
anim = 1504
persistent = 0
postype = p1
pos = 0,0
removeongethit = 1
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
scale = 0.5,0.5
id = 1001


[state 0,0]
type = velset
trigger1 = animelem = 4
y = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = A, SA
damage = 215, 20
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 22, 24
guard.pausetime = 25, 30
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -50
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-3.5
air.velocity = -2.2,-3.2;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
p2stateno = 9613


;---------------------------------------------------------------
;スーパーアーマー1
[Statedef 1003]
type = U
movetype = H
physics = U
ctrl = 0

[state 0,0]
type = lifeadd
trigger1 = time = 0
value = floor(gethitvar(damage) * -0.8)

[State 2000, 1]
type = ChangeState
triggerall = prevstateno
trigger1 = 1;time >= (gethitvar(Hittime)*0.8)
value = 1000
ignorehitpause = 1

;---------------------------------------------------------------
;スーパーアーマー2
[Statedef 1004]
type = U
movetype = H
physics = U
ctrl = 0

[state 0,0]
type = lifeadd
trigger1 = time = 0
value = floor(gethitvar(damage) * -0.8)

[State 2000, 1]
type = ChangeState
triggerall = prevstateno
trigger1 = 1;time >= (gethitvar(Hittime)*0.8)
value = 1005
ignorehitpause = 1

;---------------------------------------------------------------
;スーパーアーマー3
[Statedef 1008]
type = U
movetype = H
physics = U
ctrl = 0

[state 0,0]
type = lifeadd
trigger1 = time = 0
value = floor(gethitvar(damage) * -0.8)

[State 2000, 1]
type = ChangeState
triggerall = prevstateno
trigger1 = 1;time >= (gethitvar(Hittime)*0.8)
value = 1006
ignorehitpause = 1


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; カレトブルッフバウンド
[Statedef 1001]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 1
poweradd = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1501

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1002

;---------------------------------------------------------------------------
; カレトブルッフ硬直
[Statedef 1002]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1
poweradd = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1502

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

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
; お好み焼き屋さん１
[Statedef 1010]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1507

[state 0,0]
type = velset
trigger1 = time = [16,30]
x = 3.5


[State 210, 3]
type = ChangeState
trigger1 = animelem = 9
value = 1011

[State 5, kensen]
type = Explod
triggerall = Numexplod(1010) = 0
triggerall = anim = 1507
trigger1 = time = [15,26]
anim = 1508
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 4
scale = 0.5,0.5
id = 1010
removeongethit = 1
scale = 0.5,0.5
removepngethit = 1
bindtime = -1



[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 30
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
random = 20,20
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 30
anim = 510 + (random%10)
postype = p1
random = 20,20
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 30
anim = 520 + (random%10)
postype = p1
random = 20,20
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 30
anim = 560
random = 20,20
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500


[State 200, HitDef]
type = HitDef
;trigger1 = animelem != 9
trigger1 = time <= 28
persistent = 4
attr = S, SA
damage = 10, 2
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,10)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,8))
givepower = 3,2
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 3, 9
guard.pausetime = 2, 8
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -56
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3.4,0
air.velocity = -3.2,-1.2;+(var(7)*0.6)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.6
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = animelemtime(1) = 3
value = 1, 11
persistent = 0
channel = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
; お好み焼き屋さん2
[Statedef 1012]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1509

[state 0,0]
type = velset
trigger1 = time = [19,32]
x = 3.5

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = animelemtime(1) = 3
value = 1, 11
persistent = 0
channel = 0
ignorehitpause = 1


[State 210, 3]
type = ChangeState
trigger1 = animelem = 11
value = 1011

[State 5, kensen]
type = Explod
triggerall = Numexplod(1010) = 0
triggerall = anim = 1509
trigger1 = time = [16,46]
anim = 1508
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 4
scale = 0.5,0.5
id = 1010
removeongethit = 1
scale = 0.5,0.5
removepngethit = 1
bindtime = -1



[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 40
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
random = 20,20
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 40
anim = 510 + (random%10)
postype = p1
random = 20,20
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 40
anim = 520 + (random%10)
postype = p1
random = 20,20
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 40
anim = 560
random = 20,20
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500


[State 200, HitDef]
type = HitDef
;trigger1 = animelem != 9
trigger1 = time >= 3
persistent = 4
attr = S, SA
damage = 12, 2
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,10)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,8))
givepower = 3,2
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 3, 9
guard.pausetime = 2, 8
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -56
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3.4,0
air.velocity = -3.2,-1.2;+(var(7)*0.6)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.6
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)


;---------------------------------------------------------------------------
; お好み焼き屋さん3
[Statedef 1013]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1510

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = animelemtime(2) = 4
value = 1, 11
persistent = 0
channel = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = time = [25,42]
x = 3.5


[State 210, 3]
type = ChangeState
trigger1 = animelem = 15
value = 1011

[State 5, kensen]
type = Explod
triggerall = Numexplod(1010) = 0
triggerall = anim = 1510
trigger1 = time = [30,66]
anim = 1508
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 4
scale = 0.5,0.5
id = 1010
removeongethit = 1
scale = 0.5,0.5
removepngethit = 1
bindtime = -1



[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 50
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
random = 20,20
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 50
anim = 510 + (random%10)
postype = p1
random = 20,20
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 40
anim = 520 + (random%10)
postype = p1
random = 20,20
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 50
anim = 560
random = 20,20
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 5
scale = 0.6,0.6
removepngethit = 1
id = 500


[State 200, HitDef]
type = HitDef
;trigger1 = animelem != 9
trigger1 = time >= 0
persistent = 4
attr = S, SA
damage = 13, 2
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,10)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,8))
givepower = 3,2
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 3, 9
guard.pausetime = 2, 8
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -56
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3.4,0
air.velocity = -3.2,-1.2;+(var(7)*0.6)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.6
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)



;---------------------------------------------------------------------------
; お好み焼き屋さんラスト
[Statedef 1011]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 30
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
random = 20,20
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 30
anim = 510 + (random%10)
postype = p1
random = 20,20
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 30
anim = 520 + (random%10)
postype = p1
random = 20,20
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
trigger1 = time <= 30
anim = 560
random = 20,20
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 200, HitDef]
type = HitDef
trigger1 = time <= 5
persistent = 0
attr = S, SA
damage = 70, 5
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,70)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,8))
givepower = 3,2
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 16, 24
guard.pausetime = 15, 22
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -56
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3.8,0
air.velocity = -3.2,-1.2;+(var(7)*0.6)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.6
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)


[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1






;---------------------------------------------------------------------------
;グランディバイド
[Statedef 1020]
type    = C
movetype= A
physics = C
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1511

[state 0,0]
type = velset
trigger1 = time <= 22
x = 1.5

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = animelemtime(1) = 2
value = 1, 12
persistent = 0
channel = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 5, kensen]
type = Explod
triggerall = anim = 1511
trigger1 = animelemtime(2) = 2
anim = 1512
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1010
removeongethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1511
trigger1 = animelemtime(5) = 1
anim = 1513
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1010
removeongethit = 1
bindtime = -1



[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-17
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-17
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-17
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 14,14
postype = p1
pos = floor(p2dist x),-17
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500


[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = C, SA
damage = 12, 2
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,10)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,8))
givepower = 3,2
animtype = heavy
guardflag = L
hitflag = M
priority = 5, Hit
pausetime = 10, 10
guard.pausetime = 8, 12
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -16
hitsound = S101, 11
guardsound = S0, 0
ground.type = low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -0.5,-5.9
air.velocity = -0.5,-6;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2
envshake.time = 18
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=32,1,32- floor(fvar(7)))
guard.kill = 0
;fall.recover = 0
kill = 0

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 2
trigger1 = random >= 400
trigger1 = movehit
value = 1021
[State 200, AI]
type = ChangeState
triggerall = Numhelper(9665) = 0
triggerall = power >= 2400
trigger1 = var(59) = 1
trigger1 = time <= 13
trigger1 = random >= 450
trigger1 = movehit
value = 9664

;---------------------------------------------------------------------------
;ミスティチェイン
[Statedef 1021]
type    = C
movetype= A
physics = C
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1514


[State 5, kensen]
type = Explod
triggerall = anim = 1514
trigger1 = animelemtime(4) = 1
anim = 236
bindtime = -1
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
scale = 0.5,0.5
removepngethit = 1
;bindtime = -1
;id = 230

[State 5, kensen]
type = Explod
triggerall = anim = 1514
trigger1 = animelemtime(2) = 2
anim = 1512
postype = p1
pos = 10,-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1010
removeongethit = 1
bindtime = -1


[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = animelemtime(1) = 1
value = 1, 34
persistent = 0
channel = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = time <= 5
x = 1


[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 5, kensen]
type = Explod
triggerall = anim = 1511
trigger1 = animelemtime(2) = 2
anim = 1512
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1010
removeongethit = 1
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1511
trigger1 = animelemtime(5) = 1
anim = 1513
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
id = 1010
removeongethit = 1
bindtime = -1



[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 14,14
postype = p1
pos = floor(p2dist x),-57
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500


[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = C, SA
damage = 2, 2
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,10)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,8))
givepower = 3,2
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 11, 11
guard.pausetime = 8, 12
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -16
hitsound = S101, 11
guardsound = S0, 0
ground.type = low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -16.5,-6.2
air.velocity = -16.5,-6;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2
envshake.time = 18
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
;fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)))
guard.kill = 0
fall.recover = 0
p1stateno = 1024
p2stateno = 1022
kill = 0

;---------------------------------------------------------------------------
;ミスティチェイン 相手
[Statedef 1022]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0
poweradd = 0
velset = -10.5,-5.3

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[state 0,0]
type = velset
trigger1 = time = 1
x = -10.5
y = -5.3

[state 0,0]
type = changestate
trigger1 = Time >= floor(GetHitVar(hittime)*0.8)
trigger1 = backedgedist <= 3
value = 1023

[state 0,0]
type = playerpush
trigger1 = 1
value = 0


[State 5100, 11]
type = PosFreeze
trigger1 = Time <= floor(GetHitVar(hittime)*0.8)
[state 0,0]
type = posadd
trigger1 = time = 0
y = -15
[state 0,0]
type = turn
trigger1 = facing = enemy,facing
trigger1 = time = 0

[state 0,0]
type = changeanim
trigger1 = selfanimexist(5030)
trigger1 = time >= 0
value = 5030
[state 0,0]
type = changeanim
trigger1 = selfanimexist(5030) = 0
trigger1 = time >= 0
value = 5012

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = enemy,stateno != 1027
trigger1 = enemy,stateno != 2020
value = SCA
time = 1

;---------------------------------------------------------------------------
;壁バウンド
[Statedef 1023]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2
velset = 0,0

[state 0,0]
type = posadd
trigger1 = time = 0
y = -5
[State 5100, 11]
type = PosFreeze
trigger1 = Time <= 20

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = enemy,stateno != 1027
trigger1 = enemy,stateno != 2020
trigger1 = pos y <= -10
value = SCA
time = 1

[state 0,0]
type = changeanim
trigger1 = time <= 20
value = 5030
[state 0,0]
type = changeanim
trigger1 = time = 21
value = 5070

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = F72
postype = p1
pos = -20,-50
ownpal = 1
sprpriority = 3

[state 0,0]
type = envshake
trigger1 = time = 0
time = 15

[state 0,0]
type = velset
trigger1 = time = 20
x = 8
y = -1.3;-0.5
[state 0,0]
type = veladd
trigger1 = time >= 40
y = 0.32;+(gethitvar(hitcount)*0.005)

[state 0,0]
type = selfstate
trigger1 = pos y >= 0
value = 5100
;ctrl = 1


;---------------------------------------------------------------------------
;ミスティチェイン しゃがみ待機
[Statedef 1024]
type    = C
movetype= I
physics = C
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1515

[State 210, 3]
type = ChangeState
trigger1 = enemy,stateno = 0
trigger2 = enemy,movetype != H
value = 0;1515
ctrl = 1

[State 210, 3]
type = ChangeState
trigger1 = enemy,stateno = [1022,1023]
trigger1 = command = "236_z"
value = 1025

[State 200, AI]
type = ChangeState
triggerall = power >= 1400
trigger1 = var(59) = 1
trigger1 = var(17) <= 100
trigger1 = time <= 3
trigger1 = random >= 450
value = 9684

;---------------------------------------------------------------------------
;エンジェルウィング
[Statedef 1025]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 2
velset = 0,-8.2
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 41
[state 0,0]
type = veladd
trigger1 = time >= 25
y = 0.32
[state 0,0]
type = veladd
trigger1 = time = 0
y = floor(frontedgedist*0.007)

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = animelemtime(1) = 1
value = 1, 13
persistent = 0
channel = 0
ignorehitpause = 1

[State 8, hiteffect]
type = Explod
trigger1 = time = 0
anim = 1517
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = -5
supermovetime = 50
pausemovetime = 50
persistent = 12
scale = 0.5,0.5
removepngethit = 1
;id = 500
bindtime = -1

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 5
value = 1026
ctrl = 0

[State 210, 3]
type = ChangeState
trigger1 = command = "BB"
trigger1 = time >= 40
value = 235
ctrl = 0
[State 210, 3]
type = ChangeState
triggerall = vel y <= 0
triggerall = time >= 2
trigger1 = command = "236xy"
trigger1 = power >= 1000
value = 2020
ctrl = 0

[State 210, 3]
type = ChangeState
triggerall = vel y <= 0
triggerall = time >= 2
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
value = 1027
ctrl = 0



;---------------------------------------------------------------------------
;エンジェルウィング着地
[Statedef 1026]
type    = C
movetype= I
physics = C
ctrl = 0
sprpriority = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1516
[state 0,0]
type = posset
trigger1 = time = 0
y = 0

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = animelemtime(1) = 2
value = 1, 17
persistent = 0
channel = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1




;------------------------------------------------------
;
[Statedef 1027]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,40)
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.9
persistent = 0
ignorehitpause = 1
[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1518



[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500


[state 0,0]
type = veladd
trigger1 = 1
y = 0.32

[State 5, kensen]
type = Explod
triggerall = anim = 1518
trigger1 = animelemtime(2) = 0
anim = 1522
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1518
trigger1 = animelemtime(4) = 1
anim = 1523
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
bindtime = -1
[State 5, kensen]
type = Explod
;triggerall = anim = 620
trigger1 = movehit
anim = 1524
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
;bindtime = -1

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = animelemtime(1) = 1
value = 1, 14
persistent = 0
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = movehit
trigger1 = enemy,stateno = 9300
value = 1, 15
persistent = 0
channel = 0
ignorehitpause = 0
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = movehit
trigger1 = enemy,stateno != 9300
value = 1, 16
persistent = 0
channel = 0
ignorehitpause = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 7
value = 100, 11
ignorehitpause = 1

[State 210, tikin]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = AnimElem = 6
value = 101, 12

[State 200, HitDef1]
type = HitDef
triggerall = movecontact = 0
trigger1 = p2dist y = [-11,11]
trigger1 = time >= 8
persistent = 0
attr = A, SA
damage = 500, 0
getpower = ifelse(var(33) = 10,0,130),ifelse(var(33) = 10,0,38)
givepower = ifelse(fvar(12)=0.1,0,45),25
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 60, 60
guard.pausetime = 6, 7
sparkno = ifelse(var(8)=0,-1,1)
sparkxy = -8, -55
hitsound = S1, 36
guardsound = S0, 0
ground.type = high
ground.slidetime = 52
ground.hittime  =  52
air.slidetime = ifelse(var(37)=1,17,15)
air.hittime  = ifelse(var(37)=1,17,15)
ground.velocity = -2.8,0
air.velocity = -2.4,1;0
;fall = 1
;fall.recover = ifelse(var(33)=11,0,1)
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)));;ifelse(enemy,gethitvar(hitcount) <10, Abs(38 - enemy,gethitvar(hitcount)), 28)
p2stateno = 9300

[State 200, HitDef1]
type = HitDef
triggerall = movecontact = 0
trigger1 = p2dist y != [-11,11]
trigger1 = time >= 8
persistent = 0
attr = A, SA
damage = 10, 0
getpower = ifelse(var(33) = 10,0,130),ifelse(var(33) = 10,0,38)
givepower = ifelse(fvar(12)=0.1,0,45),25
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 60, 60
guard.pausetime = 6, 7
sparkno = ifelse(var(8)=0,-1,1)
sparkxy = -8, -55
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 52
ground.hittime  =  52
air.slidetime = 45
air.hittime  = 45
ground.velocity = -2.8,0
air.velocity = -2,-1;0
;fall = 1
fall.recover = 1;ifelse(var(33)=11,0,1)
air.fall = 1
fall.recovertime = 70;ifelse(fvar(7)>=30,1,30- floor(fvar(7)));;ifelse(enemy,gethitvar(hitcount) <10, Abs(38 - enemy,gethitvar(hitcount)), 28)
kill = 0

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 1026
[State 210, 3]
type = ChangeState
trigger1 = enemy,stateno = [9300,9301]
trigger1 = movehit
value = 1028
[State 210, 3]
type = ChangeState
trigger1 = enemy,stateno != [9300,9301]
trigger1 = movehit
value = 1029


;------------------------------------------------------
;セイクリッドパニッシュ
[Statedef 2020]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,40)

[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.9
persistent = 0
ignorehitpause = 1
[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1533

[state 0,0]
type = posfreeze
ignorehitpause = 1
trigger1 = prevstateno != 7040
trigger1 = time <= 30



[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0];背景
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "bg"
ID = 1985
stateno = 1985
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = animelemtime(1) = 1
value = 1, 22
persistent = 0
channel = 0
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = movehit
trigger1 = enemy,stateno != [2033,2034]
value = 1, 24
persistent = 0
channel = 0
ignorehitpause = 0



[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.58
persistent = 0
ignorehitpause = 1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time = 0
value = SCA
time = 50

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 0
time = 30
movetime = 30
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = prevstateno != 7040
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
scale = 0.5,0.5
removeongethit = 1




[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500


[state 0,0]
type = veladd
trigger1 = time >= 35
y = 0.32

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
triggerall = anim = 1533
trigger1 = animelemtime(2) = 0
value = 1, 35
persistent = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1533
trigger1 = animelemtime(2) = 0
anim = 1522
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
bindtime = -1
[State 5, kensen]
type = Explod
triggerall = anim = 1533
trigger1 = animelemtime(4) = 1
anim = 1523
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
bindtime = -1
[State 5, kensen]
type = Explod
;triggerall = anim = 620
trigger1 = movehit
anim = 1524
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
;bindtime = -1

[State 5, kensen]
type = Explod
triggerall = anim = 1533
trigger1 = animelemtime(2) = 0
anim = 1532
postype = p1
pos = 0,12
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
bindtime = -1

[State 200, HitDef1]
type = HitDef
triggerall = movecontact = 0
trigger1 = p2dist y = [-8,8]
trigger1 = time >= 37
persistent = 0
attr = A, SA
damage = 860, 10
getpower = ifelse(var(33) = 10,0,130),ifelse(var(33) = 10,0,38)
givepower = ifelse(fvar(12)=0.1,0,45),25
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 60, 60
guard.pausetime = 6, 7
sparkno = ifelse(var(8)=0,-1,1)
sparkxy = -8, -55
hitsound = S1, 36
guardsound = S0, 0
ground.type = high
ground.slidetime = 52
ground.hittime  =  52
air.slidetime = ifelse(var(37)=1,17,15)
air.hittime  = ifelse(var(37)=1,17,15)
ground.velocity = -2.8,0
air.velocity = -2.4,1;0
;fall = 1
;fall.recover = ifelse(var(33)=11,0,1)
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)));;ifelse(enemy,gethitvar(hitcount) <10, Abs(38 - enemy,gethitvar(hitcount)), 28)
p2stateno = 2023;9300

[State 200, HitDef1]
type = HitDef
triggerall = movecontact = 0
trigger1 = p2dist y != [-8,8]
trigger1 = time >= 37
persistent = 0
attr = A, SA
damage = 15, 10
getpower = ifelse(var(33) = 10,0,130),ifelse(var(33) = 10,0,38)
givepower = ifelse(fvar(12)=0.1,0,45),25
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 60, 60
guard.pausetime = 6, 7
sparkno = ifelse(var(8)=0,-1,1)
sparkxy = -8, -55
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 52
ground.hittime  =  52
air.slidetime =45
air.hittime  = 45
ground.velocity = -2.8,0
air.velocity = -3,-7;0
;fall = 1
;fall.recover = ifelse(var(33)=11,0,1)
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)));;ifelse(enemy,gethitvar(hitcount) <10, Abs(38 - enemy,gethitvar(hitcount)), 28)
kill = 0

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 2022
[State 210, 3]
type = ChangeState
trigger1 = enemy,stateno = [2023,2024]
trigger1 = movehit
value = 1028
[State 210, 3]
type = null;ChangeState
trigger1 = enemy,stateno != [2023,2024]
trigger1 = movehit
value = 1029


;---------------------------------------------------------------------------
;着地
[Statedef 2022]
type    = C
movetype= I
physics = C
ctrl = 0
sprpriority = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1516
[state 0,0]
type = posset
trigger1 = time = 0
y = 0

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = animelemtime(1) = 2
value = 1, 25
persistent = 0
channel = 0
ignorehitpause = 1

;アルカナ　2Dホーミング
[State -1, arcana]
type = ChangeState
value = 9012
triggerall = var(41) = 3
triggerall = command = "holddown"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 1
;アルカナ　8Dホーミング
[State -1, arcana]
type = ChangeState
value = 9017
triggerall = var(41) = 3
triggerall = command = "holdup"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 1
;アルカナ　NDホーミング
[State -1, arcana]
type = ChangeState
value = 9010
triggerall = var(41) = 3
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = command != "holdup"
triggerall = command = "a"
triggerall = var(16) >= 1
trigger1 = time >= 1
;アルカナ　6Dホーミング　空中
[State -1, arcana]
type = ChangeState
value = 9011
triggerall = var(41) = 3
triggerall = command = "holdfwd"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 1
;アルカナ　4Dホーミング 空中
[State -1, arcana]
type = ChangeState
value = 9018
triggerall = var(41) = 3
triggerall = command = "holdback"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;壁までふっとび
[Statedef 2023]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0
;[state 0,0]
;type = changestate
;trigger1 = time = 0
;trigger1 = enemy,var(33) = 0
;value = 9305

[state 0,0]
type = palfx
trigger1 = time = 0
trigger1 = enemy,stateno = 9232
trigger1 = enemy,var(33) = 0
time = 50
add = 0,0,120
mul = 230,230,230

[state 0,0]
type = changestate
trigger1 = pos y = 0
trigger1 = prevstateno = [120,155]
value = 9302

[State 5100, 11]
type = PosFreeze
trigger1 = Time <= 65

[state 0,0]
type = posadd
trigger1 = enemy,stateno != 8200
trigger1 = enemy,stateno != 8420
trigger1 = pos y > -15
trigger1 = time = 0
y = -15

[state 0,0]
type = turn
trigger1 = facing = enemy,facing
trigger1 = time = 0

[state 0,0]
type = changeanim
trigger1 = selfanimexist(5030)
trigger1 = time >= 0
value = 5030
[state 0,0]
type = changeanim
trigger1 = selfanimexist(5030) = 0
trigger1 = time >= 0
value = 5012

[state 0,0]
type = changeanim
trigger1 = time >= 0
value = 5030

[state 0,0]
type = velset
trigger1 = time = 2
;trigger1 = enemy,var(33) != 0
x = -9;8.6
y = 0

[state 0,0]
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[state 0,0]
type = changestate
trigger1 = time >=65
trigger1 = backedgedist <= 3
value = 2024

[state 0,0]
type = playerpush
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
;壁バウンド
[Statedef 2024]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2
velset = 0,0

[state 0,0]
type = posadd
;trigger1 = pos y > -15
trigger1 = enemy,stateno != 8225
trigger1 = time = 0
y = -7

[state 0,0]
type = changeanim
trigger1 = time <= 34
value = 5030
[state 0,0]
type = changeanim
trigger1 = time = 35
value = 5070

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = F72
postype = p1
pos = -20,-50
ownpal = 1
sprpriority = 3

[state 0,0]
type = envshake
trigger1 = time = 0
time = 45
ampl = 3

[state 0,0]
type = velset
trigger1 = time = 35
x = 11
y = 3.5
[state 0,0]
type = veladd
trigger1 = time >= 35
y = 0.4;+(gethitvar(hitcount)*0.005)

;[state 0,0]
;type = selfstate
;trigger1 = time = 15
;value = 5071


[state 0,0]
type = selfstate
trigger1 = pos y >= 0
value = 5100
;ctrl = 1


;------------------------------------------------------
;hit時
[Statedef 1028]
type    = A
movetype= I
physics = A
ctrl = 0
sprpriority = 2

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 =time = 1
value = 1, 23
persistent = 0
channel = 0
ignorehitpause = 0

;アルカナ　2Dホーミング
[State -1, arcana]
type = ChangeState
value = 9012
triggerall = var(41) = 3
triggerall = command = "holddown"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 1
;アルカナ　8Dホーミング
[State -1, arcana]
type = ChangeState
value = 9017
triggerall = var(41) = 3
triggerall = command = "holdup"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 1
;アルカナ　NDホーミング
[State -1, arcana]
type = ChangeState
value = 9010
triggerall = var(41) = 3
triggerall = command != "holdfwd"
triggerall = command != "holdback"
triggerall = command != "holdup"
triggerall = command = "a"
triggerall = var(16) >= 1
trigger1 = time >= 1
;アルカナ　6Dホーミング　空中
[State -1, arcana]
type = ChangeState
value = 9011
triggerall = var(41) = 3
triggerall = command = "holdfwd"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 1
;アルカナ　4Dホーミング 空中
[State -1, arcana]
type = ChangeState
value = 9018
triggerall = var(41) = 3
triggerall = command = "holdback"
triggerall = command = "a"
triggerall = var(16) >= 1
triggerall = statetype = A
trigger1 = time >= 1



[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 52
ctrl = 1



;------------------------------------------------------
;hit時
[Statedef 1029]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 2

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

[State 210, 2]
type = null;PlaySnd
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 1, 25
persistent = 0
channel = 0
ignorehitpause = 0

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno = 1027
trigger1 = animelemtime(1) = 2
value = 1, 17
persistent = 0
channel = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 9929
ctrl = 0









;------------------------------------------------------
;ヘブンズfoール
[Statedef 1040]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,40)
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.9
persistent = 0
ignorehitpause = 1
[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1519

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 =animelemtime(1) = 5
value = 1, 9
persistent = 0
channel = 0
ignorehitpause = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.6,0.6
removepngethit = 1
id = 500


[state 0,0]
type = velset
trigger1 = time = 0
x = 1
y = -4

[state 0,0]
type = veladd
trigger1 = time >= 2
y = 0.45

[State 5, kensen]
type = Explod
triggerall = anim = 1519
trigger1 = time >= 20
anim = 1521
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 4
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.5,0.5
bindtime = -1
id = 1040

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 3
attr = A, ST
damage = 50, 5
getpower = ifelse(var(33) = 10,0,30),ifelse(var(33) = 10,0,8)
givepower = ifelse(fvar(12)=0.1,0,4),2
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 6, 6
guard.pausetime = 6, 7
sparkno = ifelse(var(8)=0,-1,1)
sparkxy = -8, -55
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  =  12
air.slidetime = ifelse(var(37)=1,17,15)
air.hittime  = ifelse(var(37)=1,17,15)
ground.velocity = -2.8,0
air.velocity = -2.4,1;0
fall = 1
;fall.recover = ifelse(var(33)=11,0,1)
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)));;ifelse(enemy,gethitvar(hitcount) <10, Abs(38 - enemy,gethitvar(hitcount)), 28)
p2stateno = 1042

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
trigger1 = movehit || enemy,stateno = 1042
value = 1048

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 1041

[state 0,0]
type = targetbind
trigger1 = movehit
trigger1 = enemy,stateno = 1042
pos = 10,0
ignorehitpause = 1
[state 0,0]
type = envshake
trigger1 = movehit
trigger1 = enemy,stateno = 1042
time = 9
ampl = 2
persistent = 10
[state 0,0]
type = hitadd
trigger1 = movehit
trigger1 = enemy,stateno = 1042
persistent = 3
value = 1
[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = movehit
trigger1 = enemy,stateno = 1042
value = SCA
time = 2
[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[state 0,0]
type = posfreeze
ignorehitpause = 1
trigger1 = movehit
trigger1 = enemy,stateno = 1042
persistent = 3
[state 0,0]
type = playsnd
ignorehitpause = 1
trigger1 = movehit
trigger1 = enemy,stateno = 1042
persistent = 4
value = 101,5

;------------------------------------------------------
;ヘブンズfoール2
[Statedef 1045]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,40)
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.9
persistent = 0
ignorehitpause = 1
[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1519

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 =animelemtime(1) = 5
value = 1, 9
persistent = 0
channel = 0
ignorehitpause = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.6,0.6
removepngethit = 1
id = 500


[state 0,0]
type = velset
trigger1 = time = 0
x = 2.2
y = -4

[state 0,0]
type = veladd
trigger1 = time >= 2
y = 0.45

[State 5, kensen]
type = Explod
triggerall = anim = 1519
trigger1 = time >= 20
anim = 1521
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 4
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.5,0.5
bindtime = -1
id = 1040



[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 3
attr = A, ST
damage = 50, 5
getpower = ifelse(var(33) = 10,0,30),ifelse(var(33) = 10,0,8)
givepower = ifelse(fvar(12)=0.1,0,4),2
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 6, 6
guard.pausetime = 6, 7
sparkno = ifelse(var(8)=0,-1,1)
sparkxy = -8, -55
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  =  12
air.slidetime = ifelse(var(37)=1,17,15)
air.hittime  = ifelse(var(37)=1,17,15)
ground.velocity = -2.8,0
air.velocity = -2.4,1;0
fall = 1
;fall.recover = ifelse(var(33)=11,0,1)
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)));;ifelse(enemy,gethitvar(hitcount) <10, Abs(38 - enemy,gethitvar(hitcount)), 28)
p2stateno = 1042

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
trigger1 = movehit || enemy,stateno = 1042
value = 1048

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 1041

[state 0,0]
type = targetbind
trigger1 = movehit
trigger1 = enemy,stateno = 1042
pos = 10,0
ignorehitpause = 1
[state 0,0]
type = envshake
trigger1 = movehit
trigger1 = enemy,stateno = 1042
time = 9
ampl = 2
persistent = 10
[state 0,0]
type = hitadd
trigger1 = movehit
trigger1 = enemy,stateno = 1042
persistent = 3
value = 1
[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = movehit
trigger1 = enemy,stateno = 1042
value = SCA
time = 2
[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[state 0,0]
type = posfreeze
ignorehitpause = 1
trigger1 = movehit
trigger1 = enemy,stateno = 1042
persistent = 3
[state 0,0]
type = playsnd
ignorehitpause = 1
trigger1 = movehit
trigger1 = enemy,stateno = 1042
persistent = 4
value = 101,5

;------------------------------------------------------
;ヘブンズfoール
[Statedef 1046]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = ifelse(var(33)=10,0,40)
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.9
persistent = 0
ignorehitpause = 1
[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1519

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 =animelemtime(1) = 5
value = 1, 9
persistent = 0
channel = 0
ignorehitpause = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.6,0.6
removepngethit = 1
id = 500


[state 0,0]
type = velset
trigger1 = time = 0
x = 3.45
y = -4

[state 0,0]
type = veladd
trigger1 = time >= 2
y = 0.45

[State 5, kensen]
type = Explod
triggerall = anim = 1519
trigger1 = time >= 20
anim = 1521
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 4
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.5,0.5
bindtime = -1
id = 1040


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 3
attr = A, ST
damage = 50, 5
getpower = ifelse(var(33) = 10,0,30),ifelse(var(33) = 10,0,8)
givepower = ifelse(fvar(12)=0.1,0,4),2
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 5, Hit
pausetime = 6, 6
guard.pausetime = 6, 7
sparkno = ifelse(var(8)=0,-1,1)
sparkxy = -8, -55
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  =  12
air.slidetime = ifelse(var(37)=1,17,15)
air.hittime  = ifelse(var(37)=1,17,15)
ground.velocity = -2.8,0
air.velocity = -2.4,1;0
fall = 1
;fall.recover = ifelse(var(33)=11,0,1)
air.fall = 1
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)));;ifelse(enemy,gethitvar(hitcount) <10, Abs(38 - enemy,gethitvar(hitcount)), 28)
p2stateno = 1042

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
trigger1 = movehit || enemy,stateno = 1042
value = 1048

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 1041

[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1
[state 0,0]
type = targetbind
trigger1 = movehit
trigger1 = enemy,stateno = 1042
pos = 10,0
ignorehitpause = 1
[state 0,0]
type = envshake
trigger1 = movehit
trigger1 = enemy,stateno = 1042
time = 9
ampl = 2
persistent = 10
[state 0,0]
type = hitadd
trigger1 = movehit
trigger1 = enemy,stateno = 1042
persistent = 3
value = 1
[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = movehit
trigger1 = enemy,stateno = 1042
value = SCA
time = 2

[state 0,0]
type = posfreeze
ignorehitpause = 1
trigger1 = movehit
trigger1 = enemy,stateno = 1042
persistent = 3
[state 0,0]
type = playsnd
ignorehitpause = 1
trigger1 = movehit
trigger1 = enemy,stateno = 1042
persistent = 4
value = 101,5


;------------------------------------------------------
;ヘブンズfoール 着地バウンド
[Statedef 1041]
type    = A
movetype= I
physics = A
ctrl = 0
sprpriority = 2
velset = -4.8,-6.9
[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1520
[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 5
value = 52
ctrl = 1

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 3, 14
ignoreitpause = 1

[State 210, 3]
type = Ctrlset
trigger1 = time >= 18
value = 1

;------------------------------------------------------
;ヘブンズfoール 着地バウンドhit
[Statedef 1048]
type    = A
movetype= I
physics = A
ctrl = 0
sprpriority = 2
velset = -4.8,-3
[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1520
[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 5
value = 52
ctrl = 1

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 3, 14
ignoreitpause = 1

;------------------------------------------------------
;ヘブンズfoール 着地
[Statedef 1043]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0
[state 0,0]
type = posset
trigger1 = 1
y = 0
[State 210, 3]
type = ChangeState
trigger1 = time >= 10
value = 52
ctrl = 1




;------------------------------------------------------
;ヘブンズfoール aite
[Statedef 1042]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = time = 0
value = 5100;5060
[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = 1
value = SCA
time = 5

[state 0,0]
type = lifeadd
trigger1 = time >= 3
value = -3
persistent = 3
[state 0,0]
type = lifeadd
trigger1 = pos y >= 0
value = -41
persistent = 0

[State 210, 3]
type = selfState
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 5110






















;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; うるま1-1air
[Statedef 1070]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,0]
type = posadd
trigger1 = time = 0
y = -12
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 7
value = 32, 21

[state 0,0]
type = varadd
trigger1 = prevstateno != 7040
trigger1 = time = 0
fv = 13
value = 0.1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) = 0
trigger1 = time = 2
value = 1, 11
channel = 0

[state 0,0]
type = velset
trigger1 = animelemtime(2) = 1
x = 6
[state 0,0]
type = velmul
trigger1 = time >= 15
x = 0.9

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1500

[State 210, 3]
type = ChangeState
trigger1 = p2bodydist x = [-6,6]
;trigger1 = p2bodydist y >= -30
trigger1 = time = [5,14]
value = 1071

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 5040
ctrl = 1

[State 5, kensen]
type = Explod
trigger1 = time = [4,13]
anim = 1502
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 4
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.5,0.5
removeongethit = 1


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; うるま2-1air
[Statedef 1072]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = posadd
trigger1 = time = 0
y = -12

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 7
value = 32, 21

[state 0,0]
type = varadd
trigger1 = prevstateno != 7040
trigger1 = time = 0
fv = 13
value = 0.1


[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) = 0
trigger1 = time = 2
value = 1, 11
channel = 0


[state 0,0]
type = velset
trigger1 = animelemtime(2) = 2
x = 8
[state 0,0]
type = velmul
trigger1 = time >= 18
x = 0.9

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1504

[State 210, 3]
type = ChangeState
trigger1 = p2bodydist x = [-4,4]
;trigger1 = p2bodydist y >= -30
trigger1 = time = [6,21]
value = 1074

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 5040
ctrl = 1

[State 5, kensen]
type = Explod
trigger1 = time = [4,14]
anim = 1502
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 4
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.5,0.5
removeongethit = 1


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; うるま3-1air
[Statedef 1075]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 7
value = 32, 21

[state 0,0]
type = varadd
trigger1 = prevstateno != 7040
trigger1 = time = 0
fv = 13
value = 0.1


[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = var(19) = 0
trigger1 = time = 2
value = 1, 11
channel = 0

[state 0,0]
type = posadd
trigger1 = time = 0
y = -12

[state 0,0]
type = velset
trigger1 = animelemtime(2) = 4
x = 12
[state 0,0]
type = velmul
trigger1 = time >= 20
x = 0.9

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1505

[State 210, 3]
type = ChangeState
;trigger1 = p2bodydist y >= -30
trigger1 = p2bodydist x = [-4,4]
trigger1 = time = [8,27]
value = 1076

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 5040
ctrl = 1

[State 5, kensen]
type = Explod
trigger1 = time = [7,18]
anim = 1502
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 4
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.5,0.5
removeongethit = 1



;---------------------------------------------------------------------------
; うるま1-2
[Statedef 1071]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
[state 0,0]
type = velmul
trigger1 = time >= 11
x = 0.8
[State 5, kensen]
type = Explod
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 1
anim = 1503
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 4
supermovetime = 50
pausemovetime = 50
persistent = 4
scale = 0.5,0.5
removeongethit = 1

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
;trigger1 = var(19) = 1
trigger1 = time = 2
value = 1,12
channel = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 200, HitDef]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = A, SA
damage = 80, 8
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 14, 14
guard.pausetime = 8, 12
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -10
hitsound = S101, 11
guardsound = S0, 0
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-3.5
air.velocity = -2.2,-3.2;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = 40;ifelse(fvar(7)>=38,1,38- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1501

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 5040
ctrl = 1



;---------------------------------------------------------------------------
; うるま2-2
[Statedef 1074]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
[state 0,0]
type = velmul
trigger1 = time >= 11
x = 0.8
[State 5, kensen]
type = Explod
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 1
anim = 1503
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 4
supermovetime = 50
pausemovetime = 50
persistent = 4
scale = 0.5,0.5
removeongethit = 1

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 2
value = 1,12
channel = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 200, HitDef]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = A, SA
damage = 90, 8
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 17
guard.pausetime = 10, 12
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -10
hitsound = S101, 11
guardsound = S0, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.4,-8
air.velocity = -2.2,-8;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=29,1,29- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1501

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 5040
ctrl = 1



;---------------------------------------------------------------------------
; うるま3-2
[Statedef 1076]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
[state 0,0]
type = velmul
trigger1 = time >= 11
x = 0.8
[State 5, kensen]
type = Explod
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 1
anim = 1503
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 4
supermovetime = 50
pausemovetime = 50
persistent = 4
scale = 0.5,0.5
removeongethit = 1

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 2
value = 1,12
channel = 0

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-40
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 200, HitDef]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = A, SA
damage = 100, 8
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 17, 17
guard.pausetime = 11, 12
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -10
hitsound = S101, 11
guardsound = S0, 0
ground.type = trip;high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8.4,-2
air.velocity = -8.2,-2;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=37,1,37- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)
p2stateno = 9300

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1501

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 5040
ctrl = 1










;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; はばき1
[Statedef 1010]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 3
value = 1, 13
channel = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1510
trigger1 = animelemtime(2) = 1
anim = 416
postype = p1
pos = 6,-5
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
bindtime = -1

[State 5, kensen]
type = Explod
triggerall = anim = 1510
trigger1 = animelemtime(7) = 1
anim = 1508
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
bindtime = -1

[state 0,reverse]
type = varset
trigger1 = time = 1
trigger1 = enemy,movetype = H
trigger1 = prevstateno != 7040
fvar(5) = fvar(5) * 0.94
persistent = 0
ignorehitpause = 1

[State 210, 2]
type = null;PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 5, 33
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1510

[State 0, 0]
type = Helper
;trigger1 = Numhelper(1011) = 0
trigger1 = animelemtime(9) = 2
helpertype = normal
name = "habaki"
ID = 1011
stateno = 1011
postype = p1
pos = -20,0
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; はばき2
[Statedef 1012]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 3
value = 1, 13
channel = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1510
trigger1 = animelemtime(2) = 1
anim = 416
postype = p1
pos = 6,-5
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
bindtime = -1

[State 5, kensen]
type = Explod
triggerall = anim = 1510
trigger1 = animelemtime(7) = 1
anim = 1508
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
bindtime = -1

[state 0,reverse]
type = varset
trigger1 = time = 1
trigger1 = enemy,movetype = H
trigger1 = prevstateno != 7040
fvar(5) = fvar(5) * 0.94
persistent = 0
ignorehitpause = 1

[State 210, 2]
type = null;PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 5, 33
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1510

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = S, SA
damage = 60, 6
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 9, 9
guard.pausetime = 7, 7
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -60
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2,0
air.velocity = -1.2,-5;+(var(7)*0.6)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=37,1,37- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[State 0, 0]
type = Helper
;trigger1 = Numhelper(1011) = 0
trigger1 = animelemtime(9) = 2
helpertype = normal
name = "habaki"
ID = 1011
stateno = 1016
postype = p1
pos = -20,0
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; はばき3
[Statedef 1013]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 3
value = 1, 13
channel = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1511
trigger1 = animelemtime(2) = 1
anim = 416
postype = p1
pos = 6,-5
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
bindtime = -1

[State 5, kensen]
type = Explod
triggerall = anim = 1511
trigger1 = animelemtime(7) = 1
anim = 1508
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
bindtime = -1

[state 0,reverse]
type = varset
trigger1 = time = 1
trigger1 = enemy,movetype = H
trigger1 = prevstateno != 7040
fvar(5) = fvar(5) * 0.94
persistent = 0
ignorehitpause = 1

[State 210, 2]
type = null;PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 5, 33
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1511

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = S, SA
damage = 60, 6
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 9, 9
guard.pausetime = 7, 7
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -60
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2,0
air.velocity = -1.2,-5;+(var(7)*0.6)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=25,1,25- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[State 0, 0]
type = Helper
;trigger1 = Numhelper(1011) = 0
trigger1 = animelemtime(9) = 2
helpertype = normal
name = "habaki"
ID = 1011
stateno = 1015
postype = p1
pos = -20,0
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; はばきヘルパー1
[Statedef 1011]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1509
sprpriority = 4
poweradd = 0
[state 0,0]
type = velset
trigger1 = time >= 4
x = 4.5
[state 0,4]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1
[State 210, 3]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

[State 8, hiteffect]
type = Explod
triggerall = parent,var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = parent,var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = parent,var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = parent,var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-66
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, SP
damage = 100, 8
getpower = ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,180)),ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,80))
givepower = 68,39
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 5
guard.pausetime = 5, 5
sparkno = ifelse(parent,var(8)=0,-1,2);S8000
sparkxy = -24, -60
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -1.5,0
air.velocity = -1.2,-4;+(var(7)*0.6)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=25,1,25- floor(parent,fvar(7)))
guard.kill = 0
fall.recover = ifelse(parent,var(54)>=1,0,1)

[State 210, 3]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; はばきヘルパー2
[Statedef 1016]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1509
sprpriority = 4
poweradd = 0
[state 0,0]
type = velset
trigger1 = time >= 4
x = 5.5
[state 0,4]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1
[State 210, 3]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-66
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, SP
damage = 100, 8
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 5
guard.pausetime = 5, 5
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -60
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -1.5,0
air.velocity = -1.2,-4;+(var(7)*0.6)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=25,1,25- floor(parent,fvar(7)))
guard.kill = 0
fall.recover = ifelse(parent,var(54)>=1,0,1)

[State 210, 3]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; はばきヘルパー3
[Statedef 1015]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1512
sprpriority = 4
poweradd = 0
[state 0,0]
type = velset
trigger1 = time >= 4
x = 6.8
[state 0,4]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1
[State 210, 3]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-66
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 200, HitDef]
type = HitDef
triggerall = time >= 3
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
persistent = 0
attr = A, SP
damage = 70, 8
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 6, 6
guard.pausetime = 7, 7
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -60
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -2,0
air.velocity = -1.2,-5;+(var(7)*0.6)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=25,1,25- floor(parent,fvar(7)))
guard.kill = 0
fall.recover = ifelse(parent,var(54)>=1,0,1)

[State 200, HitDef]
type = HitDef
triggerall = time >= 3
trigger1 = animelem = 4
trigger2 = animelem = 5
persistent = 0
attr = A, SP
damage = 80, 8
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 7, 7
guard.pausetime = 7, 7
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -60
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,0
air.velocity = -1.2,-5;+(var(7)*0.6)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=25,1,25- floor(parent,fvar(7)))
guard.kill = 0
fall.recover = ifelse(parent,var(54)>=1,0,1)


[State 210, 3]
type = destroyself
trigger1 = animtime = 0





;---------------------------------------------------------------------------
;  しゅりけんほんたい
[Statedef 1031]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1157
sprpriority = 4
velset = 16,0

[State -2, reduce]
type = AttackMulSet
trigger1 = 1
value = Abs(1 - parent,fvar(30)) *0.6 *parent,fvar(5)

[state 0,hithitcount]
type = parentvaradd
trigger1 = movehit
fv = 7
value = 3.8
persistent = 10
ignorehitpause = 1

[state 0,0]
type = null;assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
triggerall = parent,var(55) >= 1
trigger1 = time >= 1
persistent = 0
numhits = 3
attr = A, SP
damage = 35, 3
getpower = ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,40)),ifelse(parent,fvar(12)=0.1,0,ifelse(var(33) = 10,0,10))
givepower = 10,2
animtype = medium
guardflag = MA
hitflag = MAF
priority = 5, Dodge
pausetime = 15, 27
guard.pausetime = 9, 10
sparkno = 2;S8000
sparkxy = -10, -1
hitsound = S101, 2
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.3,0
air.velocity = -1.3,-2
fall = 1
air.fall = 1
guard.velocity = -3.5
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = -4;ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=34,1,34- floor(parent,fvar(7)))
guard.kill = 0
;fall.recover = ifelse(parent,var(54)>=1,0,1)

[State 200, HitDef]
type = HitDef
triggerall = parent,var(55) < 1
trigger1 = time >= 1
persistent = 0
;numhits = 3
attr = A, SP
damage = 13, 1
getpower = ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,40)),ifelse(parent,fvar(12)=0.1,0,ifelse(var(33) = 10,0,10))
givepower = 10,2
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Dodge
pausetime = 5, 9
guard.pausetime = 5, 7
sparkno = 2;S8000
sparkxy = -10, -1
hitsound = S101, 2
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 5
ground.hittime  = 7
ground.velocity = -1,0
air.velocity = -1,-2
fall = 0
air.fall = 0
guard.velocity = -3.5
envshake.time = 10
envshake.ampl = 2
fall.yvelocity = -4;ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=30,1,30- floor(parent,fvar(7)))
guard.kill = 0
;fall.recover = ifelse(parent,var(54)>=1,0,1)

[State 4, blood]
type = Explod
trigger1 = movehit && enemy,movetype = H
anim = 1179;80
postype = p1
facing = -1
pos = 2,-2; + floor(p2dist y)
random = 20,20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0

[state 0,destroy]
type = destroyself
trigger1 = movehit
trigger2 = frontedgedist <= -40
ignorehitpause = 0





;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; B　投射　お札
[Statedef 1032]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1156

[State 0, 0]
type = Helper
trigger1 = animelemtime(2) = 2
helpertype = normal
name = "ohuda"
ID = 1033
stateno = 1033
postype = p1
pos = 35,-62
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000
[State 0, 0]
type = Helper
trigger1 = var(55) >= 1
trigger1 = animelemtime(2) = 2
helpertype = normal
name = "ohuda"
ID = 1033
stateno = 1039
postype = p1
pos = 35,-62
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;  ふだ　ほんたい
[Statedef 1033]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1158
sprpriority = 4
velset = 3,0

[state 0,0]
type = velset
trigger1 = parent,command = "holdfwd"
x = 5.5
[state 0,0]
type = velset
trigger1 = parent,command = "holdback"
x = 2.5
[state 0,0]
type = velset
trigger1 = parent,command != "holdfwd"
trigger1 = parent,command != "holdback"
x = 4

[state 0,0]
type = velset
trigger1 = parent,command = "holdup"
y = -1.2
[state 0,0]
type = velset
trigger1 = parent,command = "holddown"
y = 1.2
[state 0,0]
type = velset
trigger1 = parent,command != "holdup"
trigger1 = parent,command != "holddown"
y = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 30
value = 1034

[state 0,sousai]
type = reversaldef
trigger1 = 1
Reversal.Attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 0,5
hitsound = S32,5
numhits = 0
sparkno = -1
sparkxy = -20,5
p1stateno = 2019

;---------------------------------------------------------------------------
;  ふだ　ほんたい2
[Statedef 1034]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1168;59
sprpriority = 4
velset = 0,0

[state 0,sousai]
type = reversaldef
trigger1 = time <= 17
Reversal.Attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 0,5
hitsound = S32,5
numhits = 0
sparkno = -1
sparkxy = -20,5
p1stateno = 2019

[State 210, 2]
type = PlaySnd
trigger1 = time = 12
value = 32, 13

[State 0, 0]
type = Explod
trigger1 = time = 12
pos = 0,0
anim = 1159
ownpal = 1
keyctrl = 0
sprpriority = 5

[State -2, reduce]
type = AttackMulSet
trigger1 = 1
value = Abs(1 - parent,fvar(30)) *0.6 *parent,fvar(5)

[state 0,hithitcount]
type = parentvaradd
trigger1 = movehit
fv = 7
value = 3.8
persistent = 10
ignorehitpause = 1

[state 0,0]
type = null;assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 19
persistent = 0
attr = A, SP
damage = 41, 9
getpower = ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,40)),ifelse(parent,fvar(12)=0.1,0,ifelse(var(33) = 10,0,10))
givepower = 10,2
animtype = medium
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 22
guard.pausetime = 0, 15
sparkno = -1;2;S8000
sparkxy = -10, -1
hitsound = S101, 2
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -0.3,0
air.velocity = -1,-2.7
fall = 0
air.fall = 1
guard.velocity = -2.5
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = -4;ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=37,1,37- floor(parent,fvar(7)))
guard.kill = 0
;fall.recover = ifelse(parent,var(54)>=1,0,1)
palfx.add = 70,20,0
palfx.time = 15

[state 0,destroy]
type = changestate;destroyself
trigger1 = time = 30;20;animtime = 0
value = 2019



;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; C　投射　りんご
[Statedef 1035]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(1) = 1
value = 5, 7
channel = 0
ignoreitpause = 1

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = ifelse(var(55)<=0,1160,1205)

[State 0, 0]
type = Helper
triggerall = anim = 1160
trigger1 = animelemtime(5) = 1
helpertype = normal
name = "apple"
ID = 1036
stateno = 1036
postype = p1
pos = 35,-62
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000
[State 0, 0]
type = Helper
triggerall = anim = 1205
trigger1 = animelemtime(3) = 1
helpertype = normal
name = "apple"
ID = 1036
stateno = 1036
postype = p1
pos = 35,-62
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000


[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = 3.8
y = -3

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;  りんご　ほんたい
[Statedef 1036]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1161
sprpriority = 4
velset = 2,-7.7

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

[state 0,hithitcount]
type = parentvaradd
trigger1 = movehit
fv = 7
value = 0.8
persistent = 10
ignorehitpause = 1

[state 0,0]
type = null;assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 8
persistent = 0
attr = A, SP
damage = 10, 1
kill = 0
getpower = 10;ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,40)),ifelse(parent,fvar(12)=0.1,0,ifelse(var(33) = 10,0,10))
givepower = 2
animtype = light
guardflag = MA
hitflag = MAFD
priority = 1, miss
pausetime = 3, 5
guard.pausetime = 7, 7
sparkno = 1;S8000
sparkxy = -10, -1
hitsound = S440, 1
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -0.3,0
air.velocity = -0.3,-1
guard.velocity = -2.5
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = -4;ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=26,1,26- floor(parent,fvar(7)))
guard.kill = 0
;fall.recover = ifelse(parent,var(54)>=1,0,1)

[state 0,destroy]
type = changestate;destroyself
trigger1 = pos y >= 0
value = 1043

;---------------------------------------------------------------------------
;  りんご　ほんたい
[Statedef 1043]
type    = A
movetype= I
physics = N
ctrl = 0
;anim = 1161
sprpriority = 4
velset = 1,-3.6


[state 0,destroy]
type = destroyself
trigger1 = time >= 5
trigger1 = pos y >= 0

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

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; A　投射　手裏剣 air
[Statedef 1037]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = animelemtime(2) = 2
value = 1, 4
channel = 0
ignoreitpause = 1

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1166

[State 0, 0]
type = Helper
trigger1 = animelemtime(2) = 2
helpertype = normal
name = "syuriken"
ID = 1031
stateno = 1031
postype = p1
pos = 30,-62
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[state 0,0]
type = veladd
trigger1 = time >= 14
y = 0.45

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 5040
ctrl = 1
[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 1




;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; B　投射　 air
[Statedef 1038]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1166

[State 0, 0]
type = Helper
trigger1 = var(55) >= 1
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "ohuda"
ID = 1033
stateno = 1039
postype = p1
pos = 35,-62
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[State 0, 0]
type = Helper
trigger1 = animelemtime(2) = 2
helpertype = normal
name = "ohuda"
ID = 1033
stateno = 1033
postype = p1
pos = 35,-62
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 5040
ctrl = 1


;---------------------------------------------------------------------------
;  ふだ　ほんたい3
[Statedef 1039]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1158
sprpriority = 4
velset = 1,0

[state 0,0]
type = velset
trigger1 = parent,command = "holdfwd"
x = 2.2
[state 0,0]
type = velset
trigger1 = parent,command = "holdback"
x = 0.2
[state 0,0]
type = velset
trigger1 = parent,command != "holdfwd"
trigger1 = parent,command != "holdback"
x = 2.1

[state 0,0]
type = velset
trigger1 = parent,command = "holdup"
y = -0.6
[state 0,0]
type = velset
trigger1 = parent,command = "holddown"
y = 0.6
[state 0,0]
type = velset
trigger1 = parent,command != "holdup"
trigger1 = parent,command != "holddown"
y = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 40
value = 1034



;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; C　投射　 air
[Statedef 1042]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = ifelse(var(55) > 0,1454,1453)

[State 0, 0]
type = Helper
trigger1 = animelemtime(2) = 3
helpertype = normal
name = "apple"
ID = 1036
stateno = 1036
postype = p1
pos = 35,-62
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000
[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 5040
ctrl = 1

[state 0,0]
type = velset
trigger1 = animelemtime(3) = 1
x = -3
y = -2
[state 0,0]
type = veladd
trigger1 = time >= 14
y = 0.45

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 急降下下段
[Statedef 1040]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 0,0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time >= 0
trigger1 = var(55) > 0
value = SCA
time = 2

[state 0,0]
type = velset
trigger1 = animelemtime(5) = 1
y = 15
[state 0,0]
type = veladd
trigger1 = time >= 13
y = 0.5


[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1162

[State 210, 3]
type = ChangeState
trigger1 = time >= 2
trigger1 = pos y >= 0
value = 1041
ctrl = 0


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 急降下下段
[Statedef 1041]
type    = C
movetype= A
physics = C
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 0,0

[State 210, tikin]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = AnimElem = 5
value = 101, 12

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = ifelse(var(55)<=0,1163,1206)

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.85
persistent = 0

[state 0,0]
type = posset
trigger1 = time <= 1
y = 0

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 5, 11
channel = 0
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = C, SA
damage = 120, 12
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = heavy
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 14, 14
guard.pausetime = 16, 15
sparkno = 2;S8000
sparkxy = -24, -10
hitsound = S101, 11
guardsound = S0, 0
ground.type = trip;high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.4,-6
air.velocity = -1.2,-2.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=37,1,37- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 210, tikin]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = AnimElem = 2
value = 100, 11


[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = var(33) != 11
trigger1 = power >= 1300
trigger1 = random >= 920
trigger1 = movehit
trigger1 = enemy,statetype = A
trigger1 = enemy,life > 0
value = 2002

[State -1, AI]
type = ChangeState
value = 9036
trigger1 = var(59) = 1
trigger1 = moveguarded
trigger1 = var(16) >= 1
trigger1 = enemy,movetype = A
trigger1 = random >= 120
[State -1, AI]
type = ChangeState
value = 9160
trigger1 = var(59) = 1
trigger1 = moveguarded
trigger1 = var(16) >= 1
trigger1 = enemy,movetype != A
trigger1 = random >= 320












;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; てんざ しょうりゅう
[Statedef 1060]
type    = A
movetype= A
physics = N
ctrl = 0
juggle = 2
;anim = 7409;1
sprpriority = 2
velset = 0,0

[State 5, kensen]
type = Explod
triggerall = anim = 1513
trigger1 = animelemtime(2) = 1
anim = 1514
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
bindtime = -1


[state 0,0]
type = varadd
trigger1 = prevstateno != 7040
trigger1 = time = 0
fv = 13
value = 0.1

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = prevstateno != [1054,1055]
trigger1 = time = 2
value = 1, 14
channel = 0

[State 0,0]
type = nothitby
trigger1 = prevstateno = [1054,1055]
trigger1 = time = 0
value = SCA, NA, SA, HA, NT, ST, HT
time = 8

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.80
persistent = 0
ignorehitpause = 1

[state 0,0]
type = null;velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = animelemtime(3) = 1
x = 0
y = 0
[state 0,0]
type = veladd
triggerall = prevstateno != 7040
trigger1 = time = 5
y = -1
[state 0,0]
type = veladd
trigger1 = time >= 10
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1513
[state 0,0]
type = changeanim
trigger1 = prevstateno != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
;trigger1 = animelem != 1
;trigger1 = animelem != 2
trigger1 = time >= 8
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, SA
damage = 105, 7
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 14, 12
guard.pausetime = 9, 9
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = 44, -40
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5,8
air.velocity = -2.5,8
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.5
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=38,2,38- floor(fvar(7)))
guard.kill = 0

;---------------------------------------------------------------------------
; てんざ しょうりゅう
[Statedef 1061]
type    = A
movetype= A
physics = N
ctrl = 0
juggle = 2
;anim = 7409;1
sprpriority = 2
velset = 0,0

[State 5, kensen]
type = Explod
triggerall = anim = 1513
trigger1 = animelemtime(2) = 1
anim = 1514
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
bindtime = -1


[state 0,0]
type = varadd
trigger1 = prevstateno != 7040
trigger1 = time = 0
fv = 13
value = 0.1

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 1, 14
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.80
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = animelemtime(3) = 1
x = 0.8
y = -1.5
[state 0,0]
type = veladd
trigger1 = time >= 19
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1513
[state 0,0]
type = changeanim
trigger1 = prevstateno != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
;trigger1 = animelem != 1
;trigger1 = animelem != 2
trigger1 = time >= 8
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 3
attr = A, SA
damage = ifelse(time<=10,50,80), 3
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 11, 12
guard.pausetime = 9, 9
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = 44, -40
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5,6
air.velocity = -2.5,8
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.5
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=38,1,38- floor(fvar(7)))
guard.kill = 0


;---------------------------------------------------------------------------
; てんざ しょうりゅう
[Statedef 1062]
type    = A
movetype= A
physics = N
ctrl = 0
juggle = 2
;anim = 7409;1
sprpriority = 2
velset = 0,0

[State 5, kensen]
type = Explod
triggerall = anim = 1513
trigger1 = animelemtime(2) = 1
anim = 1514
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
bindtime = -1


[state 0,0]
type = varadd
trigger1 = prevstateno != 7040
trigger1 = time = 0
fv = 13
value = 0.1

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 1, 14
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.80
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = animelemtime(3) = 1
x = 1.1
y = -2.6
[state 0,0]
type = veladd
trigger1 = time >= 13
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1513
[state 0,0]
type = changeanim
trigger1 = prevstateno != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
;trigger1 = animelem != 1
;trigger1 = animelem != 2
trigger1 = time >= 8
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 200, HitDef]
type = HitDef
trigger1 = time = 7
trigger2 = time = 10
persistent = 2
attr = A, SA
damage = ifelse(time<=12,50,80), 3
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 8
guard.pausetime = 9, 9
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = 44, -40
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5,4
air.velocity = -2.5,6
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.5
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=38,1,38- floor(fvar(7)))
guard.kill = 0


[State 200, HitDef]
type = HitDef
trigger1 = time = 11
persistent = 0
attr = A, SA
damage = 80, 8
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 14, 14
guard.pausetime = 9, 9
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = 44, -40
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5,6
air.velocity = -2.5,8
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.5
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=38,1,38- floor(fvar(7)))
guard.kill = 0











;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;  しょうりゅう
[Statedef 1061]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 0,0
juggle = 1

[state 0,0]
type = varadd
trigger1 = prevstateno != 7040
trigger1 = time = 0
fv = 13
value = 0.1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time = 0
trigger1 = var(55) > 0
value = SCA
time = 9

[State 210, 3]
type = ChangeState
triggerall = var(55) > 0
trigger1 = animtime = 0
value = 5040
ctrl = 1

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 1, 3
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.8
persistent = 0
ignorehitpause = 1

[state 0,0]
type = velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = animelemtime(2) = 2
x = 5
y = -5
[state 0,0]
type = veladd
trigger1 = time >= 9
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = ifelse(var(55)>0,1428,1169)

[State 210, 3]
type = ChangeState
;trigger1 = animelem != 1
;trigger1 = animelem != 2
trigger1 = time >= 8
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, SA
damage = 99, 4
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 10, 10
guard.pausetime = 8, 8
sparkno = 2;S8000
sparkxy = -14, -50
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8.5,-4
air.velocity = -8.5,-4;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=31,1,31- floor(fvar(7)))
guard.kill = 0


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;  しょうりゅうC
[Statedef 1062]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 0,0

[state 0,0]
type = varadd
trigger1 = prevstateno != 7040
trigger1 = time = 0
fv = 13
value = 0.1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time = 0
trigger1 = var(55) > 0
value = SCA
time = 10

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 1, 3
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.6
persistent = 0
ignorehipause = 1

[state 0,0]
type = velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = animelemtime(3) = 1
x = 1.9
y = -7.8
[state 0,0]
type = veladd
trigger1 = time >= 12
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1214

[State 210, 3]
type = ChangeState
triggerall = var(55) > 0
trigger1 = animtime = 0
value = 5040
ctrl = 1

[State 210, 3]
type = ChangeState
;trigger1 = animelem != 1
;trigger1 = animelem != 2
trigger1 = time >= 15
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 800, 1]
type = HitDef
trigger1 = time >= 11
trigger1 = P2MoveType != H
attr = A, ST
hitflag = A
priority = 1, Miss
sparkno = -1
air.juggle = 14
hitsound = S101, 1
sprpriority = 1
;p2facing = -1
p1stateno = 961
p2stateno = 1063
fall = 1
fall.recover = 0


;------------------------------------------
; 投げられてる相手
[Statedef 1063]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 0
velset =0,0

[state 0,0]
type = velset
trigger1 = time = 17
x = -8
y = 0

[state 0,0]
type = lifeadd
trigger1 = time = 17
value = -98

[state 0,0]
type = changestate
trigger1 = time <= 5
trigger1 = command = "a"
trigger1 = command = "x"
value = 963

[state 0,0]
type = screenbound
trigger1 = 1
value = 0

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = facing = enemy,facing

[state 0,0]
type = changeanim
trigger1 = time >= 0
value = 5001

[state 0,0]
type = playerpush
trigger1 = 1
value = 0

[state 0,0]
type = changestate
trigger1 = time >= 24;34
value = 3501;9300






;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;  悪魔くん
[Statedef 1070]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0

[state 0,0]
type = varset
trigger1 = time = 0
v = 55
value = 0
persistent = 0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1183

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1072
ctrl = 0

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 17
range = 0,3
[state 0,0]
type = varrandom
trigger1 = time = 1
v = 18
range = 0,3
[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3
[state 0,0]
type = varrandom
trigger1 = time = 1
v = 20
range = 0,3

;---------------------------------------------------------------------------
;  ゲージ
[Statedef 1071]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[state 0,0]
type = varset
trigger1 = time >= 1
;trigger1 = var(17) = 0
;trigger1 = parent,backedgedist != var(10)
v = 10
value = floor(0.8 * (50 - (parent,backedgedist)))

[state 0,0]
type = varadd
trigger1 = time >= 1
trigger1 = numexplod(102) = 0
v = 19
value = 1
[state 0,0]
type = parentvarset
triggerall = numexplod(102) >= 1
trigger1 = var(19) = [119,127]
trigger2 = var(19) = [78,82]
trigger3 = var(19) = [98,104]
v = 17
value = 10
persistent = 0
[state 0,0]
type = parentvarset
triggerall = numexplod(102) >= 1
triggerall = var(19) != [78,82]
triggerall = var(19) != [98,104]
trigger1 = var(19) < 119
trigger2 = var(19) > 127
v = 17
value = 9
persistent = 0
[State 210, 2]
type = PlaySnd
triggerall = numexplod(102) >= 1
trigger1 = var(19) = [119,127]
trigger2 = var(19) = [78,82]
trigger3 = var(19) = [98,104]
value = 101, 13
persistent = 0

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = facing = -1
persistent = 0

[state 0,0]
type = bindtoparent
trigger1 = 1
ignorehitpause = 1
pos = ifelse(parent,backedgedist <= 50,var(10),0),-12

[State 0, ge-ji]
type = Explod
trigger1 = time = 0
pos = -66,-20
id = 100
anim = 1192
ownpal = 1
keyctrl = 0
sprpriority = 4
removetime = -1
pausemovetime = 9999
scale = 0.5,0.6;0.5
bindtime = -1
[State 0, cursol]
type = Explod
triggerall = Numexplod(102) = 0
trigger1 = time <= 131
pos = -66 + 132 - var(19),-20
id = 101
anim = 1193
ownpal = 1
keyctrl = 0
scale = 0.5,0.5
sprpriority = 5
ontop = 1
bindtime = -1
removetime = 1
;velocity = -1,0
pausemovetime = 9999
[State 0, cursol]
type = Explod
triggerall = var(59) = 0
trigger1 = parent,stateno = 1078
trigger1 = parent,command = "y" || parent,command = "x" || parent,command = "z"
pos = -66 + 132 - var(19),-20
id = 102
anim = 1193
ownpal = 1
keyctrl = 0
scale = 0.5,0.5
sprpriority = 5
ontop = 1
removetime = -1
pausemovetime = 9999
[State 0, cursol]
type = Explod
triggerall = parent,var(59) = 1
triggerall = parent,stateno = 1078
;triggerall = parent,command = "y" || parent,command = "x" || parent,command = "z"
triggerall = random >= 800
trigger1 = var(19) = [118,127]
trigger2 = var(19) = [78,82]
trigger3 = var(19) = [98,105]
pos = -66 + 132 - var(19),-20
id = 102
anim = 1193
ownpal = 1
keyctrl = 0
scale = 0.5,0.5
sprpriority = 5
ontop = 1
removetime = -1
pausemovetime = 9999

[State 0, 1]
type = Explod
trigger1 = time = 1
pos = -27,-100
id = 1
anim = 1194 + parent,var(17)
ownpal = 1
keyctrl = 0
ontop = 1
sprpriority = 5
removetime = -1
pausemovetime = 9999
scale = 0.5,0.5
bindtime = -1
[State 0, 2]
type = Explod
trigger1 = time = 1
pos = -9,-100
id = 2
anim = 1194 + parent,var(18)
ownpal = 1
keyctrl = 0
ontop = 1
sprpriority = 5
removetime = -1
pausemovetime = 9999
scale = 0.5,0.5
bindtime = -1
[State 0, 3]
type = Explod
trigger1 = time = 1
pos = 9,-100
id = 3
anim = 1194 + parent,var(19)
ownpal = 1
keyctrl = 0
ontop = 1
sprpriority = 5
removetime = -1
pausemovetime = 9999
scale = 0.5,0.5
bindtime = -1
[State 0, 4]
type = Explod
trigger1 = time = 1
pos = 27,-100
id = 4
anim = 1194 + parent,var(20)
ownpal = 1
keyctrl = 0
ontop = 1
sprpriority = 5
removetime = -1
pausemovetime = 9999
scale = 0.5,0.5
bindtime = -1

[state 0,0]
type = removeexplod
;trigger1 = time = 133
trigger1 = ifelse(Numexplod(101)=0,time = 133,time = 150)
trigger2 = parent,stateno = [1076,1077]
trigger3 = parent,movetype = H


[state 0,0]
type = removeexplod
trigger1 = parent,stateno = 1078
trigger1 = parent,command = "y" || parent,command = "x" || parent,command = "z"
id = 101
[state 0,0]
type = removeexplod
trigger1 = parent,stateno >= 1073
id = 1
[state 0,0]
type = removeexplod
trigger1 = parent,stateno >= 1074
id = 2
[state 0,0]
type = removeexplod
trigger1 = parent,stateno >= 1075
id = 3
[state 0,0]
type = removeexplod
trigger1 = parent,stateno >= 1076
id = 4

[State 3000, dokaa]
type = Explod
trigger1 = time = 1
anim = 7639
removetime = -1
postype = p1
pos = 0,16
ownpal = 1
sprpriority = -5
ignorehitpause = 1
pausemovetime = 200
scale = 0.75,0.75

[state 0,0]
type = BGpalfx
trigger1 = time <= 30
mul = 255-time,255-time,255-time
time = 1
[state 0,0]
type = BGpalfx
trigger1 = time >= 30
mul = 225,225,225
time = 5

[state 0,0]
type = destroyself
;trigger1 = numexplod(101) = 0
trigger1 = ifelse(Numexplod(101)=0,time = 133,time = 150)
trigger2 = parent,stateno = [1076,1077]
trigger3 = parent,movetype = H

;---------------------------------------------
;  １
[Statedef 1072]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0
poweradd = 60

[State 0, 0]
type = Helper
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "ge-ji"
ID = 1071
stateno = 1071
postype = p1
pos = -25,-12
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1198

[State 10, 0]
type = ChangeState
triggerall = facing = 1
trigger1 = time >= 2
trigger1 = ifelse(var(17)=0,command = "up",ifelse(var(17)=1,command = "down",ifelse(var(17)=2,command = "back",command = "fwd")))
value = 1073
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = facing = -1
trigger1 = time >= 2
trigger1 = ifelse(var(17)=0,command = "up",ifelse(var(17)=1,command = "down",ifelse(var(17)=2,command = "fwd",command = "back")))
value = 1073
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(17) = 0
trigger1 = command = "down"
trigger2 = ifelse(facing=1,command = "back",command = "fwd")
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(17) = 1
trigger1 = command = "up"
trigger2 = ifelse(facing=1,command = "back",command = "fwd")
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(17) = 2
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(17) = 3
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = ifelse(facing=1,command = "back",command = "fwd")
value = 1076
ctrl = 0

[State 210, AI]
type = ChangeState
trigger1 = time >= 1
trigger1 = var(59) != 0
trigger1 = random >= 900
value = 1073
ctrl = 0

[State 210, miss]
type = ChangeState
trigger1 = time >= 10
trigger1 = Numhelper(1071) = 0
;trigger2 = animtime = 0
value = 1077
ctrl = 0

;---------------------------------------------
;  ２
[Statedef 1073]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0
poweradd = 60

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1184

[State 10, 0]
type = ChangeState
triggerall = facing = 1
trigger1 = time >= 2
trigger1 = ifelse(var(18)=0,command = "up",ifelse(var(18)=1,command = "down",ifelse(var(18)=2,command = "back",command = "fwd")))
value = 1074
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = facing = -1
trigger1 = time >= 2
trigger1 = ifelse(var(18)=0,command = "up",ifelse(var(18)=1,command = "down",ifelse(var(18)=2,command = "fwd",command = "back")))
value = 1074
ctrl = 0

[State 210, miss]
type = ChangeState
trigger1 = Numhelper(1071) = 0
;trigger2 = animtime = 0
value = 1077
ctrl = 0

[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(18) = 0
trigger1 = command = "down"
trigger2 = ifelse(facing=1,command = "back",command = "fwd")
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(18) = 1
trigger1 = command = "up"
trigger2 = ifelse(facing=1,command = "back",command = "fwd")
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(18) = 2
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(18) = 3
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = ifelse(facing=1,command = "back",command = "fwd")
value = 1076
ctrl = 0

[State 210, AI]
type = ChangeState
trigger1 = time >= 1
trigger1 = var(59) != 0
trigger1 = random >= 900
value = 1074
ctrl = 0


;---------------------------------------------
;  3
[Statedef 1074]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0
poweradd = 60


[State 0, 0]
type = Helper
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "square"
ID = 1080
stateno = 1080
postype = p1
pos = 0,-10
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000


[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1185

[State 10, 0]
type = ChangeState
triggerall = facing = 1
trigger1 = time >= 2
trigger1 = ifelse(var(19)=0,command = "up",ifelse(var(19)=1,command = "down",ifelse(var(19)=2,command = "back",command = "fwd")))
value = 1075
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = facing = -1
trigger1 = time >= 2
trigger1 = ifelse(var(19)=0,command = "up",ifelse(var(19)=1,command = "down",ifelse(var(19)=2,command = "fwd",command = "back")))
value = 1075
ctrl = 0

[State 210, miss]
type = ChangeState
trigger1 = Numhelper(1071) = 0
;trigger2 = animtime = 0
value = 1077
ctrl = 0

[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(19) = 0
trigger1 = command = "down"
trigger2 = ifelse(facing=1,command = "back",command = "fwd")
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = time >= 2
triggerall = var(19) = 1
trigger1 = command = "up"
trigger2 = ifelse(facing=1,command = "back",command = "fwd")
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(19) = 2
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(19) = 3
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = ifelse(facing=1,command = "back",command = "fwd")
value = 1076
ctrl = 0

[State 210, AI]
type = ChangeState
trigger1 = time >= 1
trigger1 = var(59) != 0
trigger1 = random >= 900
value = 1075
ctrl = 0


;---------------------------------------------
;  4
[Statedef 1075]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0
poweradd = 60

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1186

[State 10, 0]
type = ChangeState
triggerall = facing = 1
trigger1 = time >= 2
trigger1 = ifelse(var(20)=0,command = "up",ifelse(var(20)=1,command = "down",ifelse(var(20)=2,command = "back",command = "fwd")))
value = 1078
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = facing = -1
trigger1 = time >= 2
trigger1 = ifelse(var(20)=0,command = "up",ifelse(var(20)=1,command = "down",ifelse(var(20)=2,command = "fwd",command = "back")))
value = 1078
ctrl = 0

[State 210, miss]
type = ChangeState
trigger1 = Numhelper(1071) = 0
;trigger2 = animtime = 0
value = 1077
ctrl = 0

[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(20) = 0
trigger1 = command = "down"
trigger2 = ifelse(facing=1,command = "back",command = "fwd")
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(20) = 1
trigger1 = command = "up"
trigger2 = ifelse(facing=1,command = "back",command = "fwd")
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = time >= 2
triggerall = var(20) = 2
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = ifelse(facing=1,command = "fwd",command = "back")
value = 1076
ctrl = 0
[State 10, 0]
type = ChangeState
triggerall = var(59) != 1
triggerall = time >= 2
triggerall = var(20) = 3
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = ifelse(facing=1,command = "back",command = "fwd")
value = 1076
ctrl = 0

[State 210, AI]
type = ChangeState
trigger1 = time >= 1
trigger1 = var(59) != 0
trigger1 = random >= 900
value = 1078
ctrl = 0


;---------------------------------------------
;  失敗
[Statedef 1076]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0

[State 0, cursol]
type = Explod
triggerall = Numexplod(99) = 0
trigger1 = time = 1
id = 99
pos = 0,0
anim = 7800
ownpal = 0
keyctrl = 0
scale = 1,2
sprpriority = 5
pausemovetime = 9999

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 3,2
channel = 0
[state 0,0]
type = playsnd
trigger1 = time = 1
value = 32,13

[state 0,0]
type = palfx
trigger1 = time = 0
add = 30,17,0
mul = 200,200,200
time = 12

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1189

[state 0,0]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------
;  終了
[Statedef 1077]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1190

[state 0,0]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------
;  完成
[Statedef 1078]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0

[State 0, 0]
type = Helper
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "square"
ID = 1081
stateno = 1081
postype = p1
pos = 0,-10
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1187

[state 0,0]
type = changestate
trigger1 = time = 120
trigger2 = Numhelper(1071) = 0
value = 1077
ctrl = 0

[state 0,0]
type = changestate
trigger1 = var(17) = 10
value = 1079
ctrl = 0
[state 0,0]
type = changestate
trigger1 = var(17) = 9
value = 1076
ctrl = 0



;---------------------------------------------
;  発動
[Statedef 1079]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1188

[state 0,0]
type = varset
trigger1 = time = 1
v = 55
value = 600
persistent = 0

[state 0,0]
type = playsnd
trigger1 = time = 15
value = 5,5
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 15
trigger1 = random >= 500
value = 5, 12
channel = 0

[State 1000, effect]
type = Helper
trigger1 = time = 15
helpertype = normal
name = "effects"
postype = p1
pos = 0,0
stateno = 1955
ownpal = 1
keyctrl = 0
id = 1955

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NT,ST,HT,NA,SA,HA,NP,SP,HP
time = 27

[state 0,0]
type = envshake
trigger1 = time = 15
time = 10

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 4

[state 0,0]
type = palfx
trigger1 = time = 15
time = 5
add = 230,230,230
[state 0,0]
type = palfx
trigger1 = time = 20
time = 5
add = 180,180,180
[state 0,0]
type = palfx
trigger1 = time = 25
time = 4
add = 50,50,50

[state 0,0]
type = playsnd
trigger1 = time = 16
value = 30,4

[State 240, 1]
type = HitDef
trigger1 = time >= 15
persistent = 0
attr = S, HA
animtype  = heavy
damage    = 1, 1
kill = 0
getpower = 0
givepower = 0
hitflag = MAF
priority = 9, Hit
pausetime = 0,10
guard.pausetime = 1,1
guard.kill = ifelse(var(41) = 1, 0, 1);guard.sparkno = S8003
sparkno =-1
sparkxy = -2,-58
hitsound   = S101,3
guardsound = S10, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3,0
air.velocity = -3,-2
p2stateno = 3501

[state 0,0]
type = changestate
trigger1 = time = 50
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;  さんかく
[Statedef 1080]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[state 0,0]
type = palfx
;trigger1 = parent,var(55) <= 500
trigger1 = parent,stateno != [1072,1079]
mul = floor(parent,var(55)*0.3),floor(parent,var(55)*0.3),floor(parent,var(55)*0.3)
time = 1

[state 0,0]
type = bindtoparent
trigger1 = parent,stateno = [1072,1079]
ignorehitpause = 1
pos = -3,-20

[State 0, i]
type = Explod
trigger1 = time <= 30
pos = 0,-40
id = 1
anim = 1211
ownpal = 0
sprpriority = 5
;removetime = 1
pausemovetime = 1
scale = 2 - (time*0.05),2 - (time*0.05)
bindtime = -1
[State 0, i]
type = Explod
trigger1 = time > 30
pos = 0,-40
id = 1
anim = 1211
ownpal = 0
sprpriority = 5
;removetime = 1
pausemovetime = 1
scale = 0.5,0.5
bindtime = -1

[state 0,0]
type = removeexplod
trigger1 = parent,var(55) <= 0
trigger1 = parent,stateno != [1073,1079]
trigger2 = parent,stateno = [1076,1077]

[state 0,0]
type = destroyself
trigger1 = parent,var(55) <= 0
trigger1 = parent,stateno != [1073,1079]
trigger2 = parent,stateno = [1076,1077]


;---------------------------------------------------------------------------
;  さんかく
[Statedef 1081]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[state 0,0]
type = bindtoparent
trigger1 = parent,stateno = [1072,1079]
ignorehitpause = 1
pos = -3,-20

[state 0,0]
type = palfx
trigger1 = parent,stateno != [1072,1079]
mul = floor(parent,var(55)*0.3),floor(parent,var(55)*0.3),floor(parent,var(55)*0.3)
time = 1

[State 0, i]
type = Explod
trigger1 = time <= 30
pos = 0,-40
id = 1
anim = 1212
ownpal = 0
sprpriority = 5
;removetime = 1
pausemovetime = 1
scale = 2 - (time*0.05),2 - (time*0.05)
bindtime = -1
[State 0, i]
type = Explod
trigger1 = time > 30
pos = 0,-40
id = 1
anim = 1212
ownpal = 0
sprpriority = 5
;removetime = 1
pausemovetime = 1
scale = 0.5,0.5
bindtime = -1

[state 0,0]
type = removeexplod
trigger1 = parent,var(55) <= 0
trigger1 = parent,stateno != [1073,1079]
trigger2 = parent,stateno = [1076,1077]

[state 0,0]
type = destroyself
trigger1 = parent,var(55) <= 0
trigger1 = parent,stateno != [1073,1079]
trigger2 = parent,stateno = [1076,1077]






;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;陰陽縛
[Statedef 1090]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0


[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1248

[State 0, 0]
type = Helper
trigger1 = ifelse(var(55)>=1,animelemtime(1) = 1,animelemtime(3) = 1)
helpertype = normal
name = "inyou"
ID = 1091
stateno = 1091
postype = p1
pos = 10,-60
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;陰陽縛
[Statedef 1097]
type    = A
movetype= A
physics = A
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = velset
trigger1 = 1
y = 0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1248

[State 0, 0]
type = Helper
trigger1 = ifelse(var(55)>=1,animelemtime(1) = 1,animelemtime(3) = 1)
helpertype = normal
name = "inyou"
ID = 1091
stateno = 1091
postype = p1
pos = 10,-60
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[State 210, 3]
type = Changeanim
trigger1 = animtime = 0
value = 5040
[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger2 = anim = 5040
value = 51
ctrl = 1


;---------------------------------------------------------------------------
;  ほんたい
[Statedef 1091]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1249
sprpriority = 5
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = time = 35
value = 5, 17
ignorehitpause = 1

[state 0,hithitcount]
type = parentvaradd
trigger1 = movehit
fv = 7
value = 1.6
persistent = 10
ignorehitpause = 1

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 20
persistent = 0
attr = A, SP
damage = 40, 4
getpower = ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,70)),ifelse(parent,fvar(12)=0.1,0,ifelse(var(33) = 10,0,30))
givepower = 15,5
animtype = medium
guardflag = M
hitflag = MA
priority = 5, hit
pausetime = 20, 40
guard.pausetime = 1, 1
sparkno = -1;S8000
sparkxy = -10, -1
hitsound = S101, 2
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
guard.velocity = -1
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = 0;ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=40,1,40- floor(parent,fvar(7)))
guard.kill = 0
;fall.recover = ifelse(parent,var(54)>=1,0,1)
palfx.time = 40
palfx.add = 20,12,0
palfx.mul = 200,200,200
p2stateno = 1095

[State 210, 2]
type = PlaySnd
trigger1 = p2stateno = 1095
trigger1 = movehit
value = 5, 32
persistent = 0
ignorehitpause = 1

[state 0,0]
type = palfx
trigger1 = time = [51,101]
mul = 303 - (time*3),303 - (time*3),303 - (time*3)
time = 1

[state 0,destroy]
type = destroyself
trigger1 = time = 100
ignorehitpause = 0



;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;陰陽縛2
[Statedef 1092]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1248

[State 0, 0]
type = Helper
trigger1 = ifelse(var(55)>=1,animelemtime(1) = 1,animelemtime(3) = 1)
helpertype = normal
name = "inyou"
ID = 1091
stateno = 1091
postype = p1
pos = 140,-130
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;陰陽縛2
[Statedef 1098]
type    = A
movetype= A
physics = A
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1247

[State 0, 0]
type = Helper
trigger1 = ifelse(var(55)>=1,animelemtime(2) = 1,animelemtime(3) = 1)
helpertype = normal
name = "inyou"
ID = 1091
stateno = 1091
postype = p1
pos = 140,40
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[state 0,0]
type = velset
trigger1 = 1
y = 0
[State 210, 3]
type = Changeanim
trigger1 = animtime = 0
value = 5040
[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger2 = anim = 5040
value = 51
ctrl = 1

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;陰陽縛3
[Statedef 1093]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1247

[State 0, 0]
type = Helper
trigger1 = ifelse(var(55)>=1,animelemtime(3) = 1,animelemtime(3) = 1)
helpertype = normal
name = "inyou"
ID = 1091
stateno = ifelse(var(55)>=1,1096,1094)
postype = p1
pos = floor(p2dist x),0
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000
size.xscale = 0.5
size.yscale = 0.2

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;陰陽縛3
[Statedef 1099]
type    = A
movetype= A
physics = A
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1247

[State 0, 0]
type = Helper
trigger1 = ifelse(var(55)>=1,animelemtime(3) = 1,animelemtime(3) = 1)
helpertype = normal
name = "inyou"
ID = 1091
stateno = ifelse(var(55)>=1,1096,1094)
postype = p1
pos = floor(p2dist x),floor(pos y * -1)
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000
size.xscale = 0.5
size.yscale = 0.2


[state 0,0]
type = velset
trigger1 = 1
y = 0
[State 210, 3]
type = Changeanim
trigger1 = animtime = 0
value = 5040
[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger2 = anim = 5040
value = 51
ctrl = 1


;---------------------------------------------------------------------------
;  ほんたい
[Statedef 1094]
type    = C
movetype= A
physics = N
ctrl = 0
anim = 1250
sprpriority = 5
velset = 0,0

[state 0,hithitcount]
type = parentvaradd
trigger1 = movehit
fv = 7
value = 1.6
persistent = 10
ignorehitpause = 1

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 35
value = 5, 17
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
;trigger1 = p2stateno = 1095
trigger1 = movehit
value = 5, 32
persistent = 0
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 20
persistent = 0
attr = C, SP
damage = 40, 4
getpower = ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,70)),ifelse(parent,fvar(12)=0.1,0,ifelse(var(33) = 10,0,30))
givepower = 15,5
animtype = medium
guardflag = L
hitflag = M
priority = 5, hit
pausetime = 20, 40
guard.pausetime = 1, 1
sparkno = -1;S8000
sparkxy = -10, -1
hitsound = S101, 2
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-15
air.velocity = 0,-15
fall = 1
air.fall = 1
guard.velocity = -1
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = 0;ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=62,1,62- floor(parent,fvar(7)))
guard.kill = 0
;fall.recover = ifelse(parent,var(54)>=1,0,1)
palfx.time = 40
palfx.add = 20,12,0
palfx.mul = 200,200,200

[state 0,0]
type = palfx
trigger1 = time = [51,101]
mul = 303 - (time*3),303 - (time*3),303 - (time*3)
time = 1

[state 0,destroy]
type = destroyself
trigger1 = time = 100
ignorehitpause = 0


;---------------------------------------------------------------------------
;  ほんたい
[Statedef 1096]
type    = C
movetype= A
physics = N
ctrl = 0
anim = 1250
sprpriority = 5
velset = 0,0

[state 0,0]
type = posadd
trigger1 = time <= 40
trigger1 = p2dist x != [-10,10]
x = floor(p2dist x)

[state 0,hithitcount]
type = parentvaradd
trigger1 = movehit
fv = 7
value = 1.6
persistent = 10
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 35
value = 5, 17
ignorehitpause = 1


[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 20
persistent = 0
attr = C, SP
damage = 40, 4
getpower = ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,70)),ifelse(parent,fvar(12)=0.1,0,ifelse(var(33) = 10,0,30))
givepower = 15,5
animtype = medium
guardflag = L
hitflag = M
priority = 5, hit
pausetime = 20, 40
guard.pausetime = 1, 1
sparkno = -1;S8000
sparkxy = -10, -1
hitsound = S101, 2
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-20
air.velocity = 0,-20
fall = 1
air.fall = 1
guard.velocity = -1
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = 0;ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=65,1,65- floor(parent,fvar(7)))
guard.kill = 0
;fall.recover = ifelse(parent,var(54)>=1,0,1)
palfx.time = 40
palfx.add = 20,12,0
palfx.mul = 200,200,200

[state 0,0]
type = palfx
trigger1 = time = [51,101]
mul = 303 - (time*3),303 - (time*3),303 - (time*3)
time = 1

[state 0,destroy]
type = destroyself
trigger1 = time = 100
ignorehitpause = 0



;---------------------------------------------------------------------------
;壁までふっとび
[Statedef 1095]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0
;[state 0,0]
;type = changestate
;trigger1 = time = 0
;trigger1 = enemy,var(33) = 0
;value = 9305

[state 0,0]
type = palfx
trigger1 = time = 0
time = 40
add = 20,12,0
mul = 200,200,200

[State 5100, 11]
type = PosFreeze
trigger1 = time <= 40

[state 0,0]
type = posadd
trigger1 = enemy,stateno != 8200
trigger1 = enemy,stateno != 8420
trigger1 = pos y > -15
trigger1 = time = 0
y = -15

[state 0,0]
type = turn
trigger1 = facing = enemy,facing
trigger1 = time = 0

[state 0,0]
type = changeanim
trigger1 = time >= 0
value = 5017

[state 0,0]
type = changeanim
trigger1 = selfanimexist(5017)
trigger1 = time >= 0
value = 5017
[state 0,0]
type = changeanim
trigger1 = selfanimexist(5017) = 0
trigger1 = time >= 0
value = 5012

[state 0,0]
type = velset
trigger1 = time = 2
x = -18
y = -5
[state 0,0]
type = veladd
trigger1 = time >= 41
y = 0.45

[state 0,0]
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[state 0,0]
type = changestate
trigger1 = time >= 40
trigger1 = backedgedist <= 3
value = 9301
[state 0,0]
type = selfstate
trigger1 = pos y >= 0
trigger1 = time >= 50
value = 5050

[state 0,0]
type = playerpush
trigger1 = 1
value = 0



;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;陰陽縛 EX
[Statedef 1100]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0


[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 5, 15
channel = 0
ignorehitpause = 1


[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time = 0
value = SCA
time = 50

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
time = 40
movetime = 40
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = prevstateno != 7040
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7049
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1


[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1248

[State 0, 0]
type = Helper
trigger1 = animelemtime(3) = 1
helpertype = normal
name = "inyouex"
ID = 1101
stateno = 1101
postype = p2
pos = 0,-50
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;  ほんたい
[Statedef 1101]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 5
velset = 0,0

[state 0,0]
type = posadd
trigger1 = p2dist x != [-10,10]
x = p2dist x
[state 0,0]
type = posadd
trigger1 = p2dist y != [-70,-50]
y = p2dist y - 60

[State 0, 0]
type = Helper
triggerall = Numhelper(2065) = 0
trigger1 = time <= 560
helpertype = normal
name = "blood"
ID = 2065
stateno = 2065
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,destroy]
type = changestate
trigger1 = time = 300
ignorehitpause = 0
value = 1102

[state 0,destroy]
type = destroyself
trigger1 = parent,movetype = H
trigger1 = parent,stateno != [120,155]
ignorehitpause = 0

;---------------------------------------------------------------------------
;  ほんたい
[Statedef 1102]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1249
sprpriority = 5
velset = 0,0

[state 0,0]
type = bgpalfx
trigger1 = time = 0
mul = 200,200,200
time = 15

[State 210, 2]
type = PlaySnd
trigger1 = time = 35
value = 5, 17
ignorehitpause = 1

[state 0,hithitcount]
type = parentvaradd
trigger1 = movehit
fv = 7
value = 1.6
persistent = 10
ignorehitpause = 1

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 20
persistent = 0
attr = A, HP
damage = 70, 4
getpower = ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,70)),ifelse(parent,fvar(12)=0.1,0,ifelse(var(33) = 10,0,30))
givepower = 15,5
animtype = medium
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 20, 40
guard.pausetime = 1, 1
sparkno = -1;S8000
sparkxy = -10, -1
hitsound = S101, 2
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
guard.velocity = -1
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = 0;ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=40,1,40- floor(parent,fvar(7)))
guard.kill = 0
;fall.recover = ifelse(parent,var(54)>=1,0,1)
palfx.time = 40
palfx.add = 20,12,0
palfx.mul = 200,200,200
p2stateno = 1095

[state 0,0]
type = palfx
trigger1 = time = [51,101]
mul = 303 - (time*3),303 - (time*3),303 - (time*3)
time = 1

[state 0,destroy]
type = destroyself
trigger1 = time = 100
ignorehitpause = 0








;------------------------------------------------
;ブロッキング ホチ
[Statedef 1110]
type    = S
movetype= I
physics = S
poweradd= 100
ctrl = 0
anim = 120;7379
sprpriority = 2
velset = 0,0

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 5, 25

[State 0, 0]
type = PlaySnd
trigger1 = random <= 120
trigger1 = time = 0
value = 5, 6
channel = 0

[state -2]
type = varset
trigger1 = time = 0
v = 29
value = 0

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 7445;7230;7038
postype = p1
pos = 28,-60
random = 8,10
ownpal = 1
sprpriority = 5
pausemovetime = 99

[state 0,0]
type = posset
trigger1 = time = 1
y = 0

[state 0,0]
type = palfx
trigger1 = time = 0
add = 10,50,80
time = 10


[state 0, 0]
type = Pause
trigger1 = Time = 0
time = 10
[state 0, 0]
type = Pause
trigger1 = Time = 1
time = 4
movetime = 4

[state 0, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time  = 2

[state 0,0]
type = ctrlset
trigger1 = time = 5
value = 1

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


;------------------------------------------------
;ブロッキング ホチ
[Statedef 1111]
type    = C
movetype= I
physics = C
poweradd= 100
ctrl = 0
anim = 141
sprpriority = 2
velset = 0,0

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 5, 25

[State 0, 0]
type = PlaySnd
trigger1 = random <= 120
trigger1 = time = 0
value = 5, 6
channel = 0

[state -2]
type = varset
trigger1 = time = 0
v = 29
value = 0

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 7445;7038
postype = p1
pos = 28,ifelse(enemy,statetype = C,-22,-45)
random = 4,8
ownpal = 1
sprpriority = 5
pausemovetime = 99

[state 0,0]
type = posset
trigger1 = time = 1
y = 0


[state 0,0]
type = palfx
trigger1 = time = 0
add = 10,50,80
time = 20

[state 0, 0]
type = Pause
trigger1 = Time = 0
time = 10
[state 0, 0]
type = Pause
trigger1 = Time = 1
time = 4
movetime = 4

[state 0, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time  = 2

[state 0,0]
type = ctrlset
trigger1 = time = 5
value = 1

[State 0, 0]
type = ChangeState
trigger1 = time >= 10
value = 11
ctrl = 1


;------------------------------------------------
;ブロッキング ホチ
[Statedef 1112]
type    = A
movetype= I
physics = A
poweradd= 100
ctrl = 0
anim = 142
sprpriority = 2
;velset = 0,0
[state 0,0]
type = velset
trigger1 = time <= 11
y = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 5, 25

[State 0, 0]
type = PlaySnd
trigger1 = random <= 120
trigger1 = time = 0
value = 5, 6
channel = 0

[state -2]
type = varset
trigger1 = time = 0
v = 29
value = 0

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 7445;7230;7038
postype = p1
pos = 28,-55
random = 2,6
ownpal = 1
sprpriority = 5
pausemovetime = 99

;[state 0,0]
;type = posset
;trigger1 = time = 1
;y = 0


[state 0,0]
type = palfx
trigger1 = time = 0
add = 10,50,80
time = 1

[state 0, 0]
type = Pause
trigger1 = Time = 0
time = 8
[state 0, 0]
type = Pause
trigger1 = Time = 1
time = 4
movetime = 4

[state 0, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time  = 2

[state 0,0]
type = ctrlset
trigger1 = time = 10
value = 1

[State 0, 0]
type = ChangeState
trigger1 = animtime = 0
value = 5040
ctrl = 1












































;---------------------------------------------------------------------------
;  追加B 逆再生バージョン
[Statedef 1003]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 2
velset = 0,0

[State 100, 2]
type = Afterimage
trigger1 = prevstateno = 1000
trigger1 = Time = 1
time = 5
length = 10
Trans = Add
;PalAdd = 4, 4, 4
FrameGap = 2
palcontrast = 120,120,120

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1004

[State 0,0]
type = PlayerPush
trigger1 = Time <= 21
value = 0


[State 0, 0]
type = Explod
trigger1 = time = 2
postype = p1
facing = -1
pos = 0,0
anim = 7767
ownpal = 1
keyctrl = 0
sprpriority = 4

[state 0,0]
type = velset
trigger1 = prevstateno != 7040
trigger1 = time = [1,18]
x = -5.7

[State 210, 3]
type = ChangeState
trigger1 = time >= 40
trigger2 = animtime = 0
value = 0
ctrl = 1


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;  ちょうしんちゅうB
[Statedef 1004]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.92
persistent = 0
ignorehitpause = 1

[State 100, 2]
type = Afterimage
trigger1 = prevstateno != 7040
trigger1 = Time = 10
time = 8
length = 10
Trans = Add
;PalAdd = 4, 4, 4
FrameGap = 3
palcontrast = 120,120,120

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
trigger1 = var(41) = 2
;;tt
v = 7
value = 1
persistent = 0
ignorehitpause = 1

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1005

[state 0,0]
type = posadd
trigger1 = var(41) = 2
trigger1 = var(27) >= 1
trigger1 = movehit
x = floor(enemy,gethitvar(hitcount)*-0.18)
ignorehitpause = 1

[state 0,0]
type = playsnd
trigger1 = animelemtime(3) = 1
value = 11, 9
channel = 0

[State 0, 0]
type = Explod
trigger1 = animelemtime(3) = 1
postype = p1
pos = -15,0
anim = 7426
ownpal = 1
keyctrl = 0
sprpriority = 5
;scale = 0.5,0.5
;bindtime = -1

[State 0, 0]
type = Explod
trigger1 = prevstateno != 7040
trigger1 = animelemtime(5) = 1
postype = p1
pos = 0,0
anim = 7766
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4

[state 0,0]
type = posset
trigger1 = time <= 1
y = 0

[state 0,0]
type = velset
triggerall = var(27) = 0
trigger1 = prevstateno != 7040
trigger1 = time = [15,20]
trigger1 = frontedgedist >= 12
x = 8.8
[state 0,0]
type = velset
triggerall = var(27) >= 1
trigger1 = prevstateno != 7040
trigger1 = time = [15,20]
trigger1 = frontedgedist >= 29
x = 8.8 - (enemy,gethitvar(hitcount) * 0.25)
[state 0,0]
type = posadd
trigger1 = p2dist x = [0,79]
trigger1 = animelemtime(4) = 1
x = 80

[state 0,0]
type = velset
trigger1 = animelem = 5
trigger2 = animelem = 6
x = 14
persistent = 1
[state 0,0]
type = turn
triggerall = p2dist x < 0
trigger1 = enemy,backedgedist > 0
trigger1 = animelemtime(4) = 7
persistent = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = S, SA
damage = 59, 2
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,160)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,40))
givepower = 80,25
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 14, ifelse(var(37)=1,23,17)
guard.pausetime = 14, 10
sparkno = 2;S8000
sparkxy = -14, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.9
air.velocity = -4.9,-3.4;+(var(7)*0.6)
air.fall = 1
down.velocity = -3,-0.8
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=42,1,42- floor(fvar(7)))
guard.kill = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 40
trigger2 = animtime = 0
value = 0
ctrl = 1

[State 210, 3]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "holdfwd"
trigger1 = command = "x"
value = 1001

[State 210, 3]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "holdfwd"
trigger1 = command = "y"
value = 1002


[State 210, 3]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "holdfwd"
trigger1 = command = "z"
value = 9230

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;  ちょうしんちゅうc
[Statedef 1005]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7409;1
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.96
persistent = 0
ignorehitpause = 1

[State 100, 2]
type = Afterimage
trigger1 = prevstateno != 7040
trigger1 = Time = 22
time = 8
length = 10
Trans = Add
;PalAdd = 4, 4, 4
FrameGap = 3
palcontrast = 120,120,120


[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1006

[state 0,0]
type = posadd
trigger1 = var(41) = 2
trigger1 = var(27) >= 1
trigger1 = movehit
x = floor(enemy,gethitvar(hitcount)*-0.18)
ignorehitpause = 1

[state 0,0]
type = playsnd
trigger1 = animelemtime(3) = 1
value = 11, 9
channel = 0

[State 0, 0]
type = Explod
trigger1 = animelemtime(3) = 1
postype = p1
pos = -15,0
anim = 7426
ownpal = 1
keyctrl = 0
sprpriority = 5
;scale = 0.5,0.5
;bindtime = -1

[State 0, 0]
type = Explod
trigger1 = prevstateno != 7040
trigger1 = time = 24
postype = p1
pos = 0,0
anim = 7766
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4

[state 0,0]
type = posset
trigger1 = time <= 1
y = 0

[state 0,0]
type = velset
trigger1 = prevstateno != 7040
trigger1 = time = [18,25]
trigger1 = frontedgedist >= 12
x = 18

[State 200, HitDef]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = S, SA
damage = 65, 8
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,160)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,40))
givepower = 80,25
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 14, ifelse(var(37)=1,23,17)
guard.pausetime = 16, 11
sparkno = 2;S8000
sparkxy = -14, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -5.5,-4.2;+(var(7)*0.6)
air.fall = 1
down.velocity = -3,-0.8
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=42,1,42- floor(fvar(7)))
guard.kill = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 40
trigger2 = animtime = 0
value = 0
ctrl = 1

[State 210, 3]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "holdfwd"
trigger1 = command = "x"
value = 1001

[State 210, 3]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "holdfwd"
trigger1 = command = "y"
value = 1002

[State 210, 3]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "holdfwd"
trigger1 = command = "z"
value = 9230


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; ようざんせん
[Statedef 1010]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 1,-2

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 2, 16
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.84
persistent = 0

[state 0,0]
type = velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = time <= 15
x = 1
y = -2
[state 0,0]
type = veladd
trigger1 = time >= 14
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1057
[state 0,0]
type = changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = time >= 2
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, SA
damage = 88, 5
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,110)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 11, 11
guard.pausetime = 9, 9
sparkno = 2;S8000
sparkxy = -14, -50
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.4,-6
air.velocity = -2.2,-6.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=30,1,30- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[state 0,0]
type = ctrlset
trigger1 = anim = 5040
value = 1

;---------------------------------------------------------------------------
; ようざんせん
[Statedef 1011]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 1,-2

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 2, 25
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.84
persistent = 0

[state 0,0]
type = velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = time <= 15
x = 2
y = -3.5
[state 0,0]
type = veladd
trigger1 = time >= 14
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1057
[state 0,0]
type = changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = time >= 2
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, SA
damage = 92, 5
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,110)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 11, 11
guard.pausetime = 9, 9
sparkno = 2;S8000
sparkxy = -14, -50
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.7,-6.4
air.velocity = -2.4,-6.8;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=29,1,29- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[state 0,0]
type = ctrlset
trigger1 = anim = 5040
value = 1

;---------------------------------------------------------------------------
; ようざんせん
[Statedef 1012]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 1,-2

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 2, 25
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.83
persistent = 0

[state 0,0]
type = velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = time <= 15
x = 4
y = -4.6
[state 0,0]
type = veladd
trigger1 = time >= 14
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1057
[state 0,0]
type = changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = time >= 2
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, SA
damage = 98, 5
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,110)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 11, 11
guard.pausetime = 9, 9
sparkno = 2;S8000
sparkxy = -14, -50
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3,-8
air.velocity = -2.8,-8.5;+(var(7)*0.6)
fall = 1
fall.recover = ifelse(var(54)>=1,0,1)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=28,1,28- floor(fvar(7)))
guard.kill = 0

[state 0,0]
type = ctrlset
trigger1 = anim = 5040
value = 1

;---------------------------------------------------------------------------
;超速移動　着地
[Statedef 1008]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 12;7212
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = posset
trigger1 = time <= 1
y = 0

[State 210, 3]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = var(41) = 2
trigger1 = enemy,stateno = [120,131]
trigger1 = p2dist y = 0
trigger1 = p2dist x = [0,15]
trigger1 = animtime = 0
value = 980;0
ctrl = 0

[State 210, 3]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 210, 3]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = var(41) = 2
trigger1 = var(27) >= 1
trigger1 = animtime = 0
value = 1009
ctrl = 0

[State 210, 3]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = var(41) = 2
trigger1 = var(27) = 0
trigger1 = animtime = 0
value = 1009;0
ctrl = 0

;---------------------------------------------------------------------------
;超速移動　着地 壁コン中
[Statedef 1009]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 7507
sprpriority = 2
velset = 0,0

[state 0,0]
type = posset
trigger1 = time <= 1
y = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 50
trigger2 = enemy,movetype != H
trigger3 = enemy,life = 0
value = 0
ctrl = 1

[State -1]
type = ChangeState
value = 8800
triggerall = p2dist y = [-200,-64]
trigger1 = var(41) = 2
trigger1 = var(59) = 1
trigger1 = var(24) = 7
trigger1 = enemy,life >= 90 || life < 100

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = p2dist y = [-55,-10]
trigger1 = var(27) = 0
trigger1 = var(7) >= 4
trigger1 = p2dist x = [-20,50]
trigger1 = random >= 60
value = 8710
[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = p2dist y = [-55,-10]
trigger1 = var(27) = 0
trigger1 = var(7) = [2,3]
trigger1 = p2dist x = [-20,50]
trigger1 = random >= 60
value = 8250
[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = p2dist y = [-55,-10]
trigger1 = var(27) = 0
trigger1 = var(7) < 2
trigger1 = p2dist x = [-20,50]
trigger1 = random >= 60
value = 8410

[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
trigger1 = p2dist y = [-38,-20]
trigger1 = var(27) >= 1
trigger1 = p2dist x <= 50
trigger1 = random >= 600
value = 8200
[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
trigger1 = p2dist y = [-75,-45]
trigger1 = p2dist x <= 100
trigger1 = var(27) >= 1
trigger1 = random >= 300
value = 8210
[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
trigger1 = p2dist y = [-39,-8]
trigger1 = p2dist x <= 40
trigger1 = var(27) >= 1
trigger1 = random >= 200
value = 8226
[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
trigger1 = p2dist y = [-130,-80]
trigger1 = var(27) >= 1
trigger1 = enemy,gethitvar(hitcount) <= 8
value = 8227
[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
;trigger1 = p2dist y = [-65,0]
trigger1 = p2dist x = [60,90]
trigger1 = var(27) >= 1
value = 8228
[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
trigger1 = p2dist y <= -59 || p2dist x >= 150
trigger1 = var(27) >= 1
trigger1 = power >= 1000
trigger1 = enemy,gethitvar(hitcount) >= 28
value = 2007
[State 200, AI];壁コン
type = ChangeState
trigger1 = var(59) = 1
;trigger1 = p2dist y = [-35,0]
trigger1 = p2dist x >= 90
trigger1 = var(27) >= 1
value = 8430

[state 0,0]
type = turn
trigger1 = p2dist x < 0
persistent = 0




;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; ひっぱる
[Statedef 1020]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 0,0

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 35

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.6
persistent = 0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1058
[state 0,0]
type = changeanim
trigger1 = movecontact
value = 1059
persistent = 0
[state 0,0]
type = changestate
triggerall = command = "y"
trigger1 = anim = 1059
;trigger2 = time >= 18
value = 1022
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = S, SA
damage = 22, 2
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,100)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,30))
givepower = 60,15
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 2, miss
pausetime = 10, 8
guard.pausetime = 4, 7
sparkno = 2;S8000
sparkxy = -5, -60
hitsound = S101, 3
guardsound = S0, 0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 7.8,0
air.velocity = 6,-2;+(var(7)*0.6)
fall = 0
air.fall = 1
down.velocity = -1,-0.1
guard.velocity = 1.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=40,1,40- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 2, 26
channel = 0
ignorehitpause = 1
persistent = 0



;---------------------------------------------------------------------------
; 追撃
[Statedef 1022]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1060

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 2, 11
channel = 0

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 7
persistent = 0
attr = S, SA
damage = 38, 6
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,60)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,20))
givepower = 40,12
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 2, miss
pausetime = 5, 6
guard.pausetime = 8, 8
sparkno = 2;S8000
sparkxy = -15, -76
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = 2,-7
air.velocity = 2,-6;+(var(7)*0.6)
fall = 1
air.fall = 1
guard.velocity = -1.8
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=140,1,140- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 11
persistent = 0
attr = S, SA
damage = 35, 6
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,69)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,20))
givepower = 40,12
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, miss
pausetime = 8, 8
guard.pausetime = 8, 8
sparkno = 2;S8000
sparkxy = -12, -80
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -1,-8
air.velocity = -1,-8.2;+(var(7)*0.6)
fall = 1
air.fall = 1
guard.velocity = -1.8
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=40,1,40- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)


[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1





;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 畳替えし！ 空中
[Statedef 1034]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 3
poweradd = 0
velset = 8.5,-9.2

[State 0,0]
type = velmul
trigger1 = time = [27,38]
x = 0.9

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 4
value = 2, 29
channel = 0

[State 0,0]
type = PlayerPush
trigger1 = 1
value = 0

[state 0,0]
type = turn
trigger1 = time = 0

[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 0.9
persistent = 0
ignorehitpause = 1

[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = time <= 5
value = SCA
time = 2

[state 0,reverse]
type = null;varset
trigger1 = 1
fvar(5) = fvar(5) * 0.93
persistent = 0
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1095

[State 0, 0]
type = Helper
;trigger1 = Numhelper(1001) = 0
trigger1 = animelem = 6
helpertype = normal
name = "tatami"
ID = 1001
stateno = 1006
postype = p1
pos = 70,0
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 200

[state 0,0]
type = veladd
trigger1 = time >= 1
y = 0.45

[State 210, 3]
type = ChangeState
trigger1 = time >= 6
trigger1 = pos y >= 0
value = 9929
ctrl = 0


















;---------------------------------------------------------------------------
;よろけ
[Statedef 1059]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 5300
sprpriority = 0
poweradd = 0
velset = 0,0

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

[state 0,0]
type = selfstate
trigger1 = life = 0
value = 5050
ctrl = 0

[state 0,0]
type = selfstate
triggerall = time >= 60
triggerall = random >= 920
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = command = "fwd"
trigger4 = command = "back"
value = 0
ctrl = 1

[state 0,0]
type = palfx
triggerall = time >= 60
trigger1 = command = "up"
trigger2 = command = "down"
trigger3 = command = "fwd"
trigger4 = command = "back"
time = 2
add = 40,40,40

[state 0,0]
type = selfstate
trigger1 = time = 130
value = 0
ctrl = 1












;ダッシュ-----------------------------------------------------------
[Statedef 1060]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994;9
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 6, 13
channel = 0

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 1
time = 50
movetime = 50
pos = -14,-9
ownpal = 1
anim = -1
;darken = 0
sound = S20,0
poweradd = -1000

[state 0,0]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno != 7040
value = 1093


[state 0,0]
type = varset
trigger1 = time = 0
v = 18
value = 180

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7049
postype = p1
pos = 7,-50
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7048
postype = p1
pos = -12,-60
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 210, 3]
type = ChangeState
triggerall = time >= 80
trigger1 = command != "holdx"
trigger2 = command != "holdy"
value = 1061

[State 210, 3]
type = ChangeState
trigger1 = time >= 51
value = 1062

;ダッシュ--停止---------------------------------------------------------
[Statedef 1061]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1
anim = 1094

[State -1]
type = ChangeState
value = 1050
triggerall = power >= 500
trigger1 = command = "x"
trigger1 = command = "y"
[state 0,0]
type = changestate
trigger1 = command = "x"
value = 1030
[state 0,0]
type = changestate
trigger1 = command = "y"
value = 1032
[state 0,0]
type = changestate
trigger1 = command = "z"
value = 1034


[state 0,0]
type = changestate
trigger1 = time = 6
value = 0
ctrl = 1

;ダッシュ中ですよ---------------------------------------------------------
[Statedef 1062]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 1

[state 0,0]
type = varadd
trigger1 = time >= 0
v = 18
value = -1

[state 0,0]
type = velset
trigger1 = 1
x = 5.8

[State 210, 3]
type = ChangeState
triggerall = time >= ifelse(prevstateno = 1060,30,0)
trigger1 = command != "holdx" && command != "holdy"
trigger2 = var(18) <= 0
value = 1061

[State -2, shild]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA, NA,SA,HA,NP,SP,HP
stateno = 1063
IgnoreHitPause = 1

[State -1]
type = ChangeState
value = 1050
triggerall = power >= 500
trigger1 = command = "x"
trigger1 = command = "y"
[state 0,0]
type = changestate
trigger1 = command = "x"
value = 1030
[state 0,0]
type = changestate
trigger1 = command = "y"
value = 1032
[state 0,0]
type = changestate
trigger1 = command = "z"
value = 1034

;---------------------------------------------------------------
;ハイパーアーマー
[Statedef 1063]
type = S
movetype = H
physics = S
ctrl = 0

[State -1]
type = ChangeState
value = 1050
triggerall = power >= 500
trigger1 = command = "x"
trigger1 = command = "y"
[state 0,0]
type = changestate
trigger1 = command = "x"
value = 1030
[state 0,0]
type = changestate
trigger1 = command = "y"
value = 1032
[state 0,0]
type = changestate
trigger1 = command = "z"
value = 1034

[state 0,0]
type = palfx
trigger1 = time = 0
time = 5
add = 50,0,0

[state 0,0]
type = lifeadd
trigger1 = time = 0
value = 1;floor(gethitvar(damage) * -0.9)

[State 2000, 1]
type = ChangeState
trigger1 = 1;time >= (gethitvar(Hittime)*0.5)
value = 1062
ctrl = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = var(18) <= 0
value = 0
ctrl = 1











;一撃準備-----------------------------------------------------------
[Statedef 1070]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 2

[State -2, 2]
type = Afterimage
triggerall = var(33) = 11
triggerall = var(41) = 3
trigger1 = roundstate = 2
;trigger1 = gametime % 40 = 0
time = 40
length = 25
Trans = Add
PalAdd = 104, 4, 4
FrameGap = 3
palcontrast = 120,120,120

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,4
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 3
value = 7, 4
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 3
value = 7, 5
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 2
trigger1 = time = 3
value = 2, 23
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 3
trigger1 = time = 3
value = 2, 0
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 4
trigger1 = time = 3
value = 2, 1
channel = 0
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno != 7040
value = 1105

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1996
stateno = 1996
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7049
postype = p1
pos = 0,-75
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 0,0]
type = varset
trigger1 = 1
v = 33
value = 11
ignorehitpause = 1
[state 0,0]
type = varset
trigger1 = 1
fv = 12
value = 0.1
ignorehitpause = 1

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 8, 2



;一撃 走る----------------------------------------------------------
[Statedef 1071]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1106
sprpriority = 2

[State 210, 2]
type = PlaySnd
trigger1 = time = 3
value = 6, 15
channel = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = time >= 56
x = 5.5

[state 0,0]
type = varset
trigger1 = 1
fv = 12
value = 0.2
ignorehitpause = 1


[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 5
time = 2
movetime = 2
pos = -14,-9
ownpal = 1
anim = -1
darken = 0
sound = S220,0
poweradd = -9999

[State 210, 3]
type = ChangeState
trigger1 = time >= 30
trigger1 = frontedgedist <= 0
trigger2 = time >= 300
value = 101
ctrl = 1


[State 200, HitDef]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = S, HT
damage = 1
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 70
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, miss
pausetime = 0, 0
guard.pausetime = 8, 13
sparkno = -1;S8000
sparkxy = 0, -10
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,3
air.velocity = -1,3;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=140,1,140- floor(fvar(7)))
kill = 0
p1stateno = 1072
p2stateno = 1073

;一撃 hit jibun---------------------------------------------------------
[Statedef 1072]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1107
sprpriority = 2
velset = 0,0

[state 0,0]
type = allpalfx
trigger1 = 1
mul = 200-(time*5),200-(time*5),200-(time*5)
time = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 40
value = 1074

;一撃 hit jibun---------------------------------------------------------
[Statedef 1074]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1108
sprpriority = -2
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = time = 10
value = 8, 3
[state 0,0]
type = playsnd
trigger1 = time = 120
value = 8, 4

[state 0,0]
type = playsnd
trigger1 = time = 100
value = 2, 18
channel = 0

[state 0,0]
type = playsnd
trigger1 = time = 200
value = 8, 0
[state 0,0]
type = playsnd
trigger1 = time = 230
value = 8, 1

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = facing = -1

[state 0,0]
type = envcolor
trigger1 = 1
ignorehitpause = 1
value = 100,100,100;255,255,255;0,0,0
under = 1

[state 0,0]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1

[state 0,0]
type = posset
trigger1 = time = 0
x = 70

[state 0,0]
type = allpalfx
trigger1 = time < 40
mul = (time*5),(time*5),(time*5)
time = 1

[state 0,0]
type = palfx
trigger1 = 1
mul = 0,0,0
time = 1

[State 0, zenkei]
type = Explod
persistent = 0
trigger1 = time = 0
anim = 1109
postype = left
pos = 0,0
ownpal = 1
sprpriority = 2
supermovetime =100
bindtime = -1
scale = 0.5,0.5
[State 0, syouji]
type = Explod
persistent = 0
trigger1 = time = 0
anim = 1110
postype = left
pos = 0,0
ownpal = 1
sprpriority = -3;3
supermovetime =100
bindtime = -1
scale = 0.5,0.5
[State 0, akari]
type = Explod
persistent = 0
trigger1 = time = 0
anim = 1111
postype = left
pos = 0,0
ownpal = 1
sprpriority = 0
supermovetime =100
bindtime = -1
scale = 0.5,0.5
removetime = 300
[State 0, kusa]
type = Explod
persistent = 0
trigger1 = time = 0
anim = 1112
postype = left
pos = 0,0
ownpal = 1
sprpriority = 5
supermovetime =100
bindtime = -1
scale = 0.5,0.5
removetime = 300
[State 0, ki]
type = Explod
persistent = 0
trigger1 = time = 0
anim = 1113
postype = left
pos = 0,0
ownpal = 1
ontop = 1
sprpriority = 5
supermovetime =100
bindtime = -1
scale = 0.5,0.5
removetime = 300

[state 0,0]
type = allpalfx
trigger1 = time = 299
mul = 100,100,100
time = 1
[state 0,0]
type = allpalfx
trigger1 = time = 300
mul = 0,0,0
time = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 300
value = 1075

[State 0, syouji]
type = Explod
persistent = 0
trigger1 = time = 200
anim = 1115
postype = left
pos = 0,0
ownpal = 1
ontop = 1
sprpriority = 5;3
supermovetime =100
bindtime = -1
scale = 0.5,0.5

[state 0,0]
type = assertspecial
trigger1 = time >= 200
flag = nobardisplay
flag2 = noBG
flag3 = noFG

;一撃 hit jibun---------------------------------------------------------
[Statedef 1075]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = -2
velset = 0,0

[state 0,0]
type = assertspecial
trigger1 = 1
flag = nobardisplay

[state 0,0]
type = allpalfx
trigger1 = time <= 10
mul = (time*25),(time*25),(time*25)
time = 1


[State 210, 3]
type = ChangeState
trigger1 = time >= 90
value = 0
ctrl = 1









;一撃 hit aite---------------------------------------------------------
[Statedef 1073]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 5000
sprpriority = -2
velset = 0,0

[state 0,0]
type = turn
trigger1 = time = 40
trigger1 = facing = 1

[state 0,0]
type = posset
trigger1 = time = 40
x = -72
y = 0

[State 210, 3]
type = Changeanim2
trigger1 = time = 0
value = 1114

[state 0,0]
type = lifeadd
trigger1 = time = 240
value = -99999
[state 0,0]
type = lifeset
trigger1 = time = 240
value = 0

[State 210, 3]
type = selfState
trigger1 = time >= 340
value = 5050
ctrl = 0

[state 0,0]
type = palfx
trigger1 = time >= 40
mul = 0,0,0
time = 1











;---------------------------------------------------------------------------
;  しんきゃくc
[Statedef 1012]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = anim = 1008
trigger1 = animelemtime(1) = 1
value = 13, 5
channel = 0


[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 30

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1008

[State 200, AI]
type = ChangeState
trigger1 = animtime = 0
trigger1 = var(59) = 1
trigger1 = random >= 170
trigger1 = p2dist x <= 20
trigger1 = enemy,statetype != A
;trigger1 = enemy,movetype != H
trigger1 = enemy,stateno = [120,131]
value = 940


[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1





;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;  隼蹴り
[Statedef 1020]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 0,0


[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 13
value = 12, 3
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.35
persistent = 0

[state 0,0]
type = velset
trigger1 = time <= 12
x = 0
y = 0
[state 0,0]
type = velset
trigger1 = time = 14
x = 1.8
y = 9

[state 0,0]
type = veladd
trigger1 = time >= 20
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1001

[State 210, 3]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = pos y >= 0
value = 1021
ctrl = 0
[State 210, 3]
type = ChangeState
trigger1 = movecontact
trigger1 = pos y >= 0
value = 52
ctrl = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = A, SA
damage = 49, 3
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 13, 13
guard.pausetime = 8, 13
sparkno = 2;S8000
sparkxy = 0, -10
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,3
air.velocity = -1,3;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=40,1,40- floor(fvar(7)))
guard.kill = 0

;---------------------------------------------------------------------------
;  隼蹴りb
[Statedef 1023]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 5
value = 11, 7
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.35
persistent = 0

[state 0,0]
type = velset
trigger1 = time <= 18
x = 2
y = -3.8
[state 0,0]
type = velset
trigger1 = time = 20
x = 1.8
y = 9

[state 0,0]
type = veladd
trigger1 = time >= 21
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1009

[State 210, 3]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = pos y >= 0
value = 1021
ctrl = 0
[State 210, 3]
type = ChangeState
trigger1 = movecontact
trigger1 = pos y >= 0
value = 52
ctrl = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 10
persistent = 0
attr = A, SA
damage = 51, 4
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 13, 8
guard.pausetime = 9, 9
sparkno = 2;S8000
sparkxy = 0, -10
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,3
air.velocity = -1,3;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=40,1,40- floor(fvar(7)))
guard.kill = 0

;---------------------------------------------------------------------------
;  隼蹴りc
[Statedef 1022]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 0,0

[state 0,0]
type = veladd
trigger1 = time >= 21
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 15
value = 11, 5
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.35
persistent = 0

[state 0,0]
type = velset
trigger1 = time <= 18
x = 3.5
y = -4.5
[state 0,0]
type = velset
trigger1 = time = 20
x = 1.8
y = 9

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1009

[State 210, 3]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = pos y >= 0
value = 1021
ctrl = 0
[State 210, 3]
type = ChangeState
trigger1 = movecontact
trigger1 = pos y >= 0
value = 52
ctrl = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = A, SA
damage = 53, 5
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 13, 8
guard.pausetime = 11, 6
sparkno = 2;S8000
sparkxy = 0, -10
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,3
air.velocity = -1,3;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=40,1,40- floor(fvar(7)))
guard.kill = 0


;---------------------------------------------------------------------------
; Jump Land
[Statedef 1021]
type    = S
physics = S
ctrl = 0
anim = 1003

[state 0,0]
type = envshake
triggerall = prevstateno = [1020,1029]
trigger1 = time = 0
time = 10
ampe = 3
[state 0,0]
type = playsnd
triggerall = prevstateno = [1020,1029]
trigger1 = time = 0
value = 300, 7

[State 50, 1]
type = VarSet
trigger1 = Time = 0
var(32) = 0

[state 0,0];リセット
type = varset
trigger1 = time >= 0
var(15) = 0

[state 0,0];リセット
type = varset
trigger1 = time >= 0
var(5) = 0

[state 0,0]
type = changestate
trigger1 = life = 0
value = 5050
ctrl = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210, 3]
type = ChangeState
triggerall = prevstateno = [1020,1029]
trigger1 = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
value = 1002
[State 210, 3]
type = ChangeState
triggerall = prevstateno = [1020,1029]
trigger1 = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
value = 1003



;---------------------------------------------------------------------------
;  れんかんたいc
[Statedef 1032]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 1,-2

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 11, 5
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.95
persistent = 0

[State 0, 0]
type = Explod
trigger1 = prevstateno != 7040
trigger1 = anim != 5040
trigger1 = animelemtime(3) = 1
postype = p1
pos = 0,0
anim = 1013
;scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4
bindtime = -1
ignorehitpause = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = time <= 8
x = 1.7
y = -7
[state 0,0]
type = veladd
trigger1 = time >= 9
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1011
[state 0,0]
type = changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = time >= 2
trigger1 = pos y >= 0
value = 1021
ctrl = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, SA
damage = 45, 5
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
guard.pausetime = 10, 10
sparkno = 2;S8000
sparkxy = -14, -50
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-11
air.velocity = -2,-11;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=34,1,34- floor(fvar(7)))
guard.kill = 0

[State 210, 3]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "236_x" || command = "236_y" || command = "236_z"
value = 1035
ctrl = 0

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 6
trigger1 = movehit
trigger1 = random >= 30
value = 1035

;---------------------------------------------------------------------------
;  れんかんたい 追加A
[Statedef 1035]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 1,-2

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 11, 10
channel = 0

[State 0, 0]
type = Explod
trigger1 = prevstateno != 7040
trigger1 = anim != 5040
trigger1 = animelemtime(2) = 1
postype = p1
pos = 0,10
anim = 1014
;scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4
bindtime = -1
ignorehitpause = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = time <= 8
x = 1.2
y = -5.8
[state 0,0]
type = veladd
trigger1 = time >= 9
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1012
[state 0,0]
type = changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
trigger1 = time >= 2
trigger1 = pos y >= 0
value = 1021
ctrl = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, SA
damage = 48, 8
getpower = ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 73,19
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
guard.pausetime = 10, 10
sparkno = 3;S8000
sparkxy = -16, -50
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-9.5
air.velocity = -2,-9.5;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=34,1,34- floor(fvar(7)))
guard.kill = 0

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 6
trigger1 = movehit
trigger1 = random >= 430
trigger1 = power >= 1100
value = 1036

;---------------------------------------------------------------------------
;  れんかんたい AB
[Statedef 1036]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 1,-2

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 12, 26
channel = 0

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 56
value = 11, 15
channel = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = 0.8
persistent = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time <= 65
value = SCA
time = 2

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 1
time = 55
movetime = 55
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
;triggerall = var(41) = 1
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1996
stateno = 1996
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1991
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994;9
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5


[State 0, 0]
type = Explod
trigger1 = prevstateno != 7040
trigger1 = anim != 5040
trigger1 = animelemtime(3) = 1
postype = p1
pos = 0,0
anim = 1013
;scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4
bindtime = -1
ignorehitpause = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Explod
trigger1 = prevstateno != 7040
trigger1 = anim != 5040
trigger1 = animelemtime(6) = 1
postype = p1
pos = 0,10
anim = 1014
;scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4
bindtime = -1
ignorehitpause = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = time <= 2
x = 0
y = 0
[state 0,0]
type = velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = time = [55,70]
x = 1
y = -2.8
[state 0,0]
type = veladd
trigger1 = time >= 82
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1015
[state 0,0]
type = changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
triggerall = anim = 5040
trigger1 = pos y >= 0
value = 1021
ctrl = 0

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
persistent = 0
attr = A, HA
damage = 90, 7
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 42,13
animtype = heavy
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 12, 12
guard.pausetime = 10, 10
sparkno = 2;S8000
sparkxy = -16, -40
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-7
air.velocity = -1,-7;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=68,1,68- floor(fvar(7)))
guard.kill = 0

[State 200, HitDef]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 8
trigger4 = animelem = 9
persistent = 0
attr = A, HA
damage = 150, 12
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,130)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,50))
givepower = 82,33
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 27, 26
guard.pausetime = 15, 12
sparkno = 3;S8000
sparkxy = -15, -46
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 30
ground.hittime  = 28
ground.velocity = -2,-16
air.velocity = -2,-16;+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -3.2
envshake.time = 20
envshake.ampl = 3
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=98,1,98- floor(fvar(7)))
guard.kill = 0





;---------------------------------------------------------------------------
;　身代わりの術A
[Statedef 1040]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1017
sprpriority = 1
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = animelemtime(1) = 1
value = 12, 2
channel = 0

[state 0,0]
type = reversaldef
;trigger1 = enemy,movetype = A
trigger1 = time <= 10
Reversal.Attr = SCA,NA,SA,NP,SP
pausetime = 1,12
hitsound = S31,4
numhits = 0
sparkno = -1
sparkxy = 30,2
persistent = 0
p1stateno = 1045
[state 0,0]
type = reversaldef
trigger1 = enemy,authorname = "Toma"
trigger1 = time <= 10
Reversal.Attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 1,12
hitsound = S31,4
numhits = 0
sparkno = -1
sparkxy = 30,2
persistent = 0
p1stateno = 1045

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;　身代わりの術B
[Statedef 1041]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1017
sprpriority = 1
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = animelemtime(1) = 1
value = 12, 2
channel = 0

[state 0,0]
type = reversaldef
;trigger1 = enemy,movetype = A
trigger1 = time <= 10
Reversal.Attr = SCA,NA,SA,NP,SP
pausetime = 1,12
hitsound = S31,4
numhits = 0
sparkno = -1
sparkxy = 30,2
persistent = 0
p1stateno = 1046
[state 0,0]
type = reversaldef
trigger1 = enemy,authorname = "Toma"
trigger1 = time <= 10
Reversal.Attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 1,12
hitsound = S31,4
numhits = 0
sparkno = -1
sparkxy = 30,2
persistent = 0
p1stateno = 1046

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;　身代わりの術C
[Statedef 1042]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1017
sprpriority = 1
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = animelemtime(1) = 1
value = 12, 2
channel = 0

[state 0,0]
type = reversaldef
trigger1 = time <= 10
Reversal.Attr = SCA,NA,SA,NP,SP
pausetime = 1,12
hitsound = S31,4
numhits = 0
sparkno = -1
sparkxy = 30,2
persistent = 0
p1stateno = 1047
[state 0,0]
type = reversaldef
trigger1 = enemy,authorname = "Toma"
trigger1 = time <= 10
Reversal.Attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 1,12
hitsound = S31,4
numhits = 0
sparkno = -1
sparkxy = 30,2
persistent = 0
p1stateno = 1047

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1






;---------------------------------------------------------------------------
;服
[Statedef 1044]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1019
sprpriority = 4
velset = -1,-1.2

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 2, l]
type = palfx
trigger1 = time >= 55
time = 1
mul = 500 - (time*5),500 - (time*5),500 - (time*5)

[state 0,0]
type = veladd
trigger1 = time >= 1
y = 0.1

[state 0,0]
type = destroyself
trigger1 = time = 100

[state 0,0]
type = changeanim
trigger1 = time = 55
value = 1020



;---------------------------------------------------------------------------
;　身代わりの術hit A
[Statedef 1045]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1018
sprpriority = 2
velset = 0,0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1000, huku]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "huku"
pos = -5,40
postype = p1
stateno = 1044
ownpal = 1
id = 1044
pausemovetime = 999
keyctrl = 0

[state 0,0]
type = varrandom
trigger1 = time = 0
v = 19
range = 0,4
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 0
trigger1 = time = 1
value = 12, 25
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 1
trigger1 = time = 1
value = 12, 29
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 2
trigger1 = time = 1
value = 12, 28
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 3
trigger1 = time = 1
value = 12, 30
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 4
trigger1 = time = 1
value = 12, 31
channel = 0
ignorehitpause = 1


[state 0,0]
type = posadd
trigger1 = time = 1
x = floor(p2dist x) - 25

[state 0,0]
type = ctrlset
trigger1 = time >= 4
value = 1

[state 0,0]
type = assertspecial
trigger1 = time <= 2
flag = invisible

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;　身代わりの術hit B
[Statedef 1046]
type    = A
movetype= I
physics = A
ctrl = 0
anim = 5040
sprpriority = 2
velset = 0,0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[state 0,0]
type = velset
trigger1 = time <= 4
x = 0
y = 0

[State 1000, huku]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "huku"
pos = -5,40
postype = p1
stateno = 1044
ownpal = 1
id = 1044
pausemovetime = 999
keyctrl = 0

[state 0,0]
type = varrandom
trigger1 = time = 0
v = 19
range = 0,4
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 0
trigger1 = time = 1
value = 12, 25
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 1
trigger1 = time = 1
value = 12, 29
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 2
trigger1 = time = 1
value = 12, 28
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 3
trigger1 = time = 1
value = 12, 30
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 4
trigger1 = time = 1
value = 12, 31
channel = 0
ignorehitpause = 1


[state 0,0]
type = posadd
trigger1 = time = 1
x = floor(p2dist x) - 20
y = floor(p2dist y) - 80

[state 0,0]
type = posadd
trigger1 = time = 0
y = -20

[state 0,0]
type = ctrlset
trigger1 = time >= 4
value = 1

[state 0,0]
type = assertspecial
trigger1 = time <= 2
flag = invisible

[State 210, 3]
type = ChangeState
trigger1 = time = 5
value = 50
ctrl = 1


;---------------------------------------------------------------------------
;　身代わりの術hit C
[Statedef 1047]
type    = A
movetype= I
physics = A
ctrl = 0
anim = 1018
sprpriority = 2
velset = 0,0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

[State 1000, huku]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "huku"
pos = -5,40
postype = p1
stateno = 1044
ownpal = 1
id = 1044
pausemovetime = 999
keyctrl = 0

[state 0,0]
type = varrandom
trigger1 = time = 0
v = 19
range = 0,4
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 0
trigger1 = time = 1
value = 12, 25
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 1
trigger1 = time = 1
value = 12, 29
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 2
trigger1 = time = 1
value = 12, 28
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 3
trigger1 = time = 1
value = 12, 30
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = var(19) = 4
trigger1 = time = 1
value = 12, 31
channel = 0
ignorehitpause = 1

[state 0,0]
type = posadd
trigger1 = time = 0
y = -20
[state 0,0]
type = posadd
trigger1 = time = 1
x = floor(p2dist x) + 50
y = floor(p2dist y) - 18

[state 0,0]
type = ctrlset
trigger1 = time >= 4
value = 1

[state 0,0]
type = assertspecial
trigger1 = time <= 2
flag = invisible

[State 210, 3]
type = ChangeState
trigger1 = animtime = 5
value = 50
ctrl = 1





;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; いっくぞぉー！ どっかーん！！！せんしっぽ！
[Statedef 1050]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7409;1
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = prevstateno != 1051
trigger1 = time = 1
value = 11, 12
channel = 0


[state 0,reverse]
type = varset
trigger1 = prevstateno != 1051
trigger1 = movehit
fvar(5) = 0.8
persistent = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 1051
trigger1 = Time <= 5
value = SCA
time = 2

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 1051
trigger1 = time = 1
time = 55
movetime = 55
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
trigger1 = prevstateno != 1051
;triggerall = var(41) = 1
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = prevstateno != 1051
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1991
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = prevstateno != 1051
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994;9
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[state 0,0]
type = palfx
trigger1 = time = 0
trigger1 = prevstateno = 1051
add = 90,5,5
time = 15

[State -2, shild]
type = HitOverride
;triggerall = movecontact = 0
trigger1 = 1;prevstateno != 1051
time = 1
attr = SCA, NA,SA,HA,NP,SP,HP
stateno = 1051
IgnoreHitPause = 1


[state 0,0]
type = changeanim
trigger1 = prevstateno != 1051
trigger1 = time = 0
value = 1021

[state 0,0]
type = playsnd
trigger1 = animelemtime(2) = 3
value = 11, 12
channel = 0

[state 0,0]
type = playsnd
trigger1 = prevstateno != 1051
trigger1 = time = 55
value = 300, 2

[State 0, 0];けむり 地面
type = Explod
trigger1 = time = 55
trigger1 = prevstateno != 1051
postype = p1
pos = -15,0
anim = 7426
ownpal = 1
keyctrl = 0
sprpriority = 5
;scale = 0.5,0.5
;bindtime = -1

[State 0, 0];hikari
type = Explod
trigger1 = prevstateno != 1051
trigger1 = time = 65
postype = p1
pos = 36,-48
anim = 7423
ownpal = 1
keyctrl = 0
sprpriority = 4
scale = 1.5,1.5
bindtime = -1
supermovetime = 999
[State 0, 0];めるぶら
type = Explod
trigger1 = time >= 45
trigger1 = animelemtime(11) = 1
postype = p1
pos = 0,0
anim = 1022
ownpal = 1
keyctrl = 0
sprpriority = 5
bindtime = -1
supermovetime = 999
[State 0, 0]
type = Explod
trigger1 = time = 55
trigger1 = prevstateno != 1051
postype = p1
pos = 25,-44
anim = 7424
ownpal = 1
keyctrl = 0
sprpriority = 5
scale = 0.75,0.75
;bindtime = -1
vel = 5,0

[state 0,0]
type = posset
trigger1 = time <= 1
y = 0

[State 0, 0]
type = Explod
trigger1 = prevstateno != 1051
trigger1 = time = 55
postype = p1
pos = 0,0
anim = 7766
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4

[state 0,0]
type = velset
trigger1 = prevstateno != 1051
trigger1 = time = [55,59]
trigger1 = frontedgedist >= 12
trigger2 = animelem = 9
trigger3 = animelem = 10
x = 5

[state 0,0]
type = velset
trigger1 = movecontact
x = 0
ignorehitpause = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = S, HA
damage = 178, 19
getpower = 0
givepower = 90,35
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
guard.pausetime = 8, 13
sparkno = S1023
sparkxy = 0, -45
hitsound = S31, 0
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-8
air.velocity = -5,-7+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -3,-1
guard.velocity = -15
envshake.time = 16
envshake.ampl = 4
fall.recovertime = 35
p2stateno = 9300
guard.kill = 0
ground.cornerpush.veloff = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------
;ハイパーアーマー
[Statedef 1051]
type = U
movetype = H
physics = U
ctrl = 0

[state 0,0]
type = lifeadd
trigger1 = time = 0
value = floor(gethitvar(damage) * -0.9)

[State 2000, 1]
type = ChangeState
trigger1 = 1;time >= (gethitvar(Hittime)*0.5)
value = 1050
ctrl = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = prevstateno != 1050
trigger2 = animtime = 0
value = 0
ctrl = 1







;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 一撃！！！！！！！！！！！！！！
[Statedef 1052]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7409;1
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = prevstateno != 1051
trigger1 = time = 0
value = 13, 2
channel = 0
[state 0,0]
type = playsnd
trigger1 = movehit
value = 14, 1
channel = 0
persistent = 0
ignorehitpause = 1

[state 0,reverse]
type = varset
trigger1 = time = 0
fvar(12) = 0.2

[state 0,reverse]
type = varset
trigger1 = prevstateno != 1051
trigger1 = time = 0
var(18) = power

[state 0,reverse]
type = varset
trigger1 = prevstateno != 1051
trigger1 = movehit
fvar(5) = 0.8
persistent = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 1051
trigger1 = Time <= 5
value = SCA
time = 2

[state 0,0]
type = BGpalfx
trigger1 = time = 0
time = 90
add = 200,-40,-40

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 1
time = 77
movetime =77
pos = -14,-9
ownpal = 1
anim = -1
sound = S220,0
poweradd = -9000
[State 0, 0]
type = Helper
trigger1 = prevstateno != 1051
;triggerall = var(41) = 1
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = prevstateno != 1051
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1991
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = prevstateno != 1051
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994;9
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[state 0,0]
type = palfx
trigger1 = time = 0
trigger1 = prevstateno = 1051
add = 90,5,5
time = 15

[state 0,0]
type = changeanim
trigger1 = prevstateno != 1051
trigger1 = time = 0
value = 1030

[state 0,0]
type = playsnd
trigger1 = prevstateno != 1051
trigger1 = time = 95
value = 300, 2

[State 0, 0];けむり 地面
type = Explod
trigger1 = time = 95
trigger1 = prevstateno != 1051
postype = p1
pos = -15,0
anim = 7426
ownpal = 1
keyctrl = 0
sprpriority = 5
;scale = 0.5,0.5
;bindtime = -1
[State 0, 0];けむり
type = Explod
trigger1 = time = 95
trigger1 = prevstateno != 1051
postype = p1
pos = 5,0
anim = 1028
ownpal = 1
keyctrl = 0
sprpriority = 5
;scale = 0.5,0.5
;bindtime = -1

[State 0, 0];hikari
type = Explod
trigger1 = prevstateno != 1051
trigger1 = time = 95
postype = p1
pos = 36,-48
anim = 7423
ownpal = 1
keyctrl = 0
sprpriority = 4
scale = 1.5,1.5
bindtime = -1
supermovetime = 999
[State 0, 0];めるぶら
type = Explod
trigger1 = time >= 95
trigger1 = animelemtime(11) = 1
postype = p1
pos = 0,0
anim = 1022
ownpal = 1
keyctrl = 0
sprpriority = 5
bindtime = -1
supermovetime = 999
[State 0, 0]
type = Explod
trigger1 = time = 95
trigger1 = prevstateno != 1051
postype = p1
pos = 25,-44
anim = 7424
ownpal = 1
keyctrl = 0
sprpriority = 5
scale = 0.75,0.75
;bindtime = -1
vel = 5,0

[State 0, 0]
type = Explod
trigger1 = time = 105
trigger1 = prevstateno != 1051
postype = p1
pos = 36,-48
anim = 1029
ownpal = 1
keyctrl = 0
sprpriority = 5
ignorehitpause = 1

[state 0,0]
type = posset
trigger1 = time <= 1
y = 0

[State 0, 0]
type = Explod
trigger1 = prevstateno != 1051
trigger1 = time = 95
postype = p1
pos = 0,0
anim = 7766
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4

[state 0,0]
type = velset
trigger1 = prevstateno != 1051
trigger1 = time = [95,104]
trigger1 = frontedgedist >= 12
trigger2 = animelem = 9
trigger3 = animelem = 10
x = 15


[State 100, 2]
type = Afterimage
trigger1 = Time = 95
time = 20
length = 25
Trans = Add
PalAdd = 4, 4, 4
FrameGap = 4
palcontrast = 120,120,120

[state 0,0]
type = velset
trigger1 = movecontact
x = 0
ignorehitpause = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = S, HA
damage = floor(var(18)*0.26), 30 ;2400, 290
getpower = 0
givepower = 500,135
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
guard.pausetime = 40, 33
sparkno = S1023
sparkxy = 0, -35
hitsound = S31, 0
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-8
air.velocity = -5,-7+(var(7)*0.6)
fall = 1
air.fall = 1
down.velocity = -3,-1
guard.velocity = -15
envshake.time = 16
envshake.ampl = 4
fall.recovertime = 35
p2stateno = 9300
guard.kill = 0
ground.cornerpush.veloff = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1












;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;斬鉄閃１
[Statedef 1060]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7446
sprpriority = 2
poweradd = 0

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 35

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 7446


[State 0, 1]
type = PlaySnd
trigger1 = animelemtime(3)=1
value = 2,11
channel = 0


[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 2, limitstar]
type = varadd
triggerall = var(41) = 2
triggerall = var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201



[State 0, 0]
type = Helper
trigger1 = animelemtime(3) = 1;time = 15
helpertype = normal
name = "zangeki"
ID = 1061
stateno = 1061
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 8 + floor((random % 10)*0.5)

[State -1]
type = ChangeState
value = 2040
triggerall = var(41) = 3
triggerall = power >= 1000
triggerall = Numhelper(1061) >= 1
triggerall = command = "236xy"
trigger1 = helper(1061),movecontact

[State 210, 3]
type = ChangeState
trigger1 = time >= 25
trigger1 = command = "236_y"
value = 1062

[State -1]
type = posadd
triggerall = Numhelper(1061) >= 1
trigger1 = helper(1061),movecontact
trigger1 = enemy,backedgedist <= 1
persistent = 2
x = -1


[State 200, AI]
type = ChangeState
triggerall = Numhelper(1061) >= 1
trigger1 = helper(1061),movecontact
trigger1 = time >= 10
trigger1 = var(59) = 1
trigger1 = var(41) = 3
trigger1 = power >= 1001
trigger1 = random >= 20
trigger1 = enemy,statetype != A
trigger1 = enemy,life > 0
value = 2040
[State 200, AI]
type = ChangeState
triggerall = Numhelper(1061) >= 1
trigger1 = helper(1061),movecontact
;trigger1 = time >= 8
trigger1 = var(59) = 1
trigger1 = var(16) >= 1
trigger1 = var(41) = 3
trigger1 = random >= 20
trigger1 = enemy,statetype = A
trigger1 = enemy,life > 0
value = 9160







;---------------------------------------------------------------------------
;攻撃判定
[Statedef 1061]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7447
sprpriority = 3

[state 0,0]
type = parentvarset
triggerall = parent,var(33) = 3
triggerall = parent,var(41) = 3
triggerall = parent,fvar(12) = 0.1
trigger1 = movehit
ignorehitpause = 1
fv = 20
value = 780

[State 0,111]
type = AttackMulSet
trigger1 = 1
value = (1 - (fvar(30))*fvar(5)) *0.8
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 32, 7

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) = 0
trigger1 = time >= 2
persistent = 0
attr = A, SP
damage = ifelse(parent,var(39)=1,60,55), 4
getpower = ifelse(parent,var(41)=3,ifelse(parent,var(33) = 10,0,170),40),23
givepower = 6,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 5, 18
guard.pausetime = 4, 4
sparkno = 2
sparkxy = -8, -44
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 16
ground.velocity = -8,0
air.velocity = -8,-2.6
;fall = 1
air.fall = 1
fall.recovertime = 26
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0;-3
envshake.ampl = 2
guard.slidetime = 12
guard.velocity = -5

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) >= 1
trigger1 = time >= 2
persistent = 0
attr = A, SP
damage = ifelse(parent,var(39)=1,61,55), 3
getpower = ifelse(parent,var(50)=0,20,0),23
givepower = 6,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 5, 10
guard.pausetime = 6, 4
sparkno = 2
sparkxy = -8, -44
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8,0
air.velocity = -8,-2.6
;fall = 1
air.fall = 1
fall.recovertime = 20
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0;-3
envshake.ampl = 2
guard.slidetime = 13
guard.velocity = -8.5
p2stateno = 8715


[state 0,0]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;攻撃判定B
[Statedef 1068]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7447
sprpriority = 3

[state 0,0]
type = parentvarset
triggerall = parent,var(33) = 3
triggerall = parent,var(41) = 3
triggerall = parent,fvar(12) = 0.1
trigger1 = movehit
ignorehitpause = 1
fv = 20
value = 780

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 32, 7

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = A, SP
damage = ifelse(parent,var(39)=1,61,55), 3
getpower = ifelse(parent,var(41)=3,ifelse(parent,var(33) = 10,0,200),60),23
givepower = 6,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 5, 10
guard.pausetime = 6, 4
sparkno = 2
sparkxy = -8, -44
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8,0
air.velocity = -8,-2.6
;fall = 1
air.fall = 1
fall.recovertime = 25
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0;-3
envshake.ampl = 2
guard.slidetime = 13
guard.velocity = -8.5
p2stateno = 9300


[state 0,0]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;斬鉄閃２
[Statedef 1062]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7448
sprpriority = 2
poweradd = 0
velset = 4,-7

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 35

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 7448

[State 0, 1]
type = PlaySnd
triggerall = prevstateno = 1060
trigger1 = animelemtime(1) = 1
value = 2,6
channel = 0

[State 0, 1]
type = null;PlaySnd
trigger1 = time = 1
value = 2,6
channel = 0

[state 0,0]
type = veladd
trigger1 = time >= 5
y = 0.45

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 2, limitstar]
type = varadd
triggerall = var(41) = 2
triggerall = var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 5
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201



[State 0, 0]
type = Helper
trigger1 = animelemtime(3) = 1;time=6
helpertype = normal
name = "zangeki2"
ID = 1061
stateno = 1063
postype = p1
pos = -12,-65
keyctrl = 0
ownpal = 1
pausemovetime = 8 + floor((random % 10)*0.5)


;---------------------------------------------------------------------------
;攻撃判2
[Statedef 1063]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7449
sprpriority = 3

[state 0,0]
type = parentvarset
triggerall = parent,var(33) = 3
triggerall = parent,var(41) = 3
triggerall = parent,fvar(12) = 0.1
trigger1 = movehit
ignorehitpause = 1
fv = 20
value = 780

[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 32, 7

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) = 0
trigger1 = time >= 2
persistent = 0
attr = A, SP
damage = ifelse(parent,var(39)=1,60,55), 4
getpower = ifelse(parent,var(41)=3,ifelse(parent,var(33) = 10,0,220),90),23
givepower = 6,3
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 5, hit
pausetime = 5, 10
guard.pausetime = 6, 4
sparkno = 2
sparkxy = -8, 14
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 23
ground.hittime  = 13
ground.velocity = 0,-3
air.velocity = -1,4
fall = 1
air.fall = 1
fall.recovertime = 80
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0;-3
envshake.ampl = 2
guard.slidetime = 13
guard.velocity = -8.5

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) >= 1
trigger1 = time >= 2
persistent = 0
attr = A, SP
damage = ifelse(parent,var(39)=1,60,55), 3
getpower = ifelse(parent,var(50)=0,20,0),23
givepower = 6,3
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 5, hit
pausetime = 5, 10
guard.pausetime = 6, 4
sparkno = 2
sparkxy = -8, 14
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8,0
air.velocity = -8,-2.6
;fall = 1
air.fall = 1
fall.recovertime = 60
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0;-3
envshake.ampl = 2
guard.slidetime = 13
guard.velocity = -8.5
p2stateno = 8715


[state 0,0]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;攻撃判2B
[Statedef 1069]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7449
sprpriority = 3

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = parentvarset
triggerall = parent,var(33) = 3
triggerall = parent,var(41) = 3
triggerall = parent,fvar(12) = 0.1
trigger1 = movehit
ignorehitpause = 1
fv = 20
value = 780

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 32, 7

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = A, SP
damage = ifelse(parent,var(39)=1,60,55), 4
getpower = ifelse(parent,var(41)=3,ifelse(parent,var(33) = 10,0,220),80),23
givepower = 6,3
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 5, hit
pausetime = 5, 10
guard.pausetime = 6, 4
sparkno = 2
sparkxy = -8, 14
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = 0,10
air.velocity = -1,12
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0;-3
envshake.ampl = 2
guard.slidetime = 13
guard.velocity = -5.5

[state 0,0]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;斬鉄閃3
[Statedef 1064]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7453
sprpriority = 2
poweradd = 0

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 35

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 7453

[State 0, 1]
type = PlaySnd
trigger1 = time = 17
value = 2,11
channel = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 18
value = 1062

[State 210, 3]
type = ChangeState
trigger1 = prevstateno = 7040
value = 1062


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;斬鉄閃１ air
[Statedef 1065]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7446
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 35

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 7446


[state 0,0]
type = veladd
trigger1 = time >= 5
y = 0.45

[State 0, 1]
type = PlaySnd
triggerall = anim = 7446
trigger1 = animelemtime(3)=1
value = 2,11
channel = 0


[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 2, limitstar]
type = varadd
triggerall = var(41) = 2
triggerall = var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 210, 3]
type = Changeanim
trigger1 = animtime = 0
trigger1 = anim != 5040
value = 5040

[State 0, 0]
type = Helper
triggerall = var(41) != 3
trigger1 = time = 15
helpertype = normal
name = "zangeki"
ID = 1061
stateno = 1061
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 8 + floor((random % 10)*0.5)
[State 0, 0]
type = Helper
triggerall = anim = 7446
triggerall = var(41) = 3
trigger1 = animelemtime(3) = 1;time = 15
helpertype = normal
name = "zangeki"
ID = 1061
stateno = 1068
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 8 + floor((random % 10)*0.5)

[State -1]
type = ChangeState
value = 1204
triggerall = var(41) = 3
triggerall = power >= 1000
triggerall = Numhelper(1061) >= 1
triggerall = command = "421xy"
trigger1 = helper(1061),movecontact

[State 210, 3]
type = ChangeState
trigger1 = time >= 17
trigger1 = command = "236_y"
value = 1066


[State -1, arcana]
type = velset
y = 0
triggerall = time <= 30
triggerall = var(41) = 3
triggerall = Numhelper(1061) >= 1
trigger1 = helper(1061),movecontact


;---------------------------------------------------------------------------
;斬鉄閃２
[Statedef 1066]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7448
sprpriority = 2
poweradd = 0
velset = 4,-7

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 35

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 7448


[State 0, 1]
type = PlaySnd
triggerall = prevstateno = 1065
trigger1 = animelemtime(1) = 1;time = 2
value = 2,6
channel = 0
persistent = 0


[State 0, 1]
type = null;PlaySnd
trigger1 = time = 1
value = 2,6
channel = 0

[state 0,0]
type = veladd
trigger1 = time >= 5
y = 0.45

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 2, limitstar]
type = varadd
triggerall = var(41) = 2
triggerall = var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 5
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201



[State 0, 0]
type = Helper
triggerall = var(41) != 3
trigger1 = time = 6
helpertype = normal
name = "zangeki2"
ID = 1061
stateno = 1063
postype = p1
pos = -12,-65
keyctrl = 0
ownpal = 1
pausemovetime = 10
[State 0, 0]
type = Helper
triggerall = var(41) = 3
trigger1 = animelemtime(3) = 1;time = 6
helpertype = normal
name = "zangeki2"
ID = 1061
stateno = 1069
postype = p1
pos = -12,-65
keyctrl = 0
ownpal = 1
pausemovetime = 8 + floor((random % 10)*0.5)


;---------------------------------------------------------------------------
;斬鉄閃
[Statedef 1067]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7453
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 35

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 7453


[State 0, 1]
type = PlaySnd
trigger1 = time = 9
value = 2,11
channel = 0

[state 0,0]
type = veladd
trigger1 = time >= 2
y = 0.45

[State 210, 3]
type = ChangeState
trigger1 = time >= 10
value = 1066
[State 210, 3]
type = ChangeState
trigger1 = prevstateno = 7040
value = 1066


[State -1]
type = ChangeState
value = 1204
triggerall = var(41) = 3
triggerall = power >= 1000
triggerall = Numhelper(1061) >= 1
triggerall = command = "421xy"
trigger1 = helper(1061),movecontact

[State 210, 3]
type = ChangeState
trigger1 = time >= 3
trigger1 = pos y >= 0
value = 9929
ctrl = 0

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;昇竜 雷鳴剣
[Statedef 1070]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7415;256
sprpriority = 2
poweradd = 0
velset = 1,0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0


[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 2, limitstar]
type = varadd
triggerall = var(41) = 2
triggerall = var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi];グレイブ
type = varadd
triggerall = var(57) = 1
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = movehit
trigger1 = var(44) % 100 < 10
trigger1 = var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 0,star]
type = varadd
trigger1 = var(44) % 100 < 10
trigger1 = movehit
persistent = 0
v = 44
value = 10

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 5

[State 701, Effect]
type = Explod
trigger1 = time = 5
anim = 7276
postype = p1
pos = 16,-28
sprpriority = 3
ownpal = 0
bindtime = -1
ignorehitpause = 1
scale = 0.5,0.75

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[state 0,0]
type = velset
trigger1 = time = 5
x = 2
y = -5

[state 0,0]
type = velset
trigger1 = time = 21
x = 0.5

[state 0,0]
type = veladd
trigger1 = time >= 14
y = 0.45

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, SA
damage = ifelse(var(39)=1,36,30), 4
getpower = ifelse(var(50)=0,60,0),28
givepower = 28,15
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 8, 9
guard.pausetime = 9, 7
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4,-6
air.velocity = -4,-6.6
fall = 1
air.fall = 1
fall.recover= 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2

[state 0,0]
type = playsnd
trigger1 = time = 20
value = 2, 15
channel = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 15
trigger1 = pos y >= 0
value = 9929

[State 1000, raimei]
type = Helper
trigger1 = time = 22
;trigger1 = numhelper(1069) = 0
helpertype = normal
name = "raimei"
pos = 70,0
postype = p1
stateno = 1072
ownpal = 1
id = 1069
keyctrl = 0
size.yscale = 2


;---------------------------------------------------------------------------
;昇竜 雷鳴剣エフェクト
[Statedef 1077]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7416
sprpriority = 5
poweradd = 0
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 230, 2

[state 0,0]
type = envcolor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
under = 1

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = BGpalfx
trigger1 = 1
mul = 230,230,230
ignorehitpause = 1
time = 2

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

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

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(43) <= 3
trigger1 = var(24) < 7
trigger1 = Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP
time = 11

[State 701, Effect]
type = Explod
trigger1 = time = 5
anim = 7276
postype = p1
pos = 16,-28
sprpriority = 3
ownpal = 0
bindtime = -1
ignorehitpause = 1
scale = 0.5,0.75

[State 210, 3]
type = destroyself
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 4
persistent = 0
attr = A, HP
damage = ifelse(var(39)=1,126,120), 8
getpower = 0
givepower = 28,15
animtype = diagup
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 6, 9
guard.pausetime = 9, 7
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -7,-2
air.velocity = -7,-2.6
fall = 1
air.fall = 1
fall.recovertime = 28
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 3



;---------------------------------------------------------------------------
;昇竜 雷鳴剣エフェクトjaku
[Statedef 1072]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7455
sprpriority = 5
poweradd = 0
velset = 0,0

[state 0,0]
type = posadd
trigger1 = time >= 0
y = (240 - screenpos y)

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 230, 2

[state 2, hoshi];グレイブ
type = parentvaradd
triggerall = parent,var(57) = 1
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = movehit
trigger1 = parent,var(44) % 100 < 10
trigger1 = parent,var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 0,star]
type = parentvaradd
trigger1 = parent,var(44) % 100 < 10
trigger1 = movehit
persistent = 0
v = 44
value = 10

[state 0,basuke]
type = parentvaradd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = parent,var(27) = 0
;;tt
v = 7
value = 1
persistent = 0

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = BGpalfx
trigger1 = 1
mul = 230,230,230
ignorehitpause = 1
time = 2

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

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

[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(43) <= 3
trigger1 = parent,var(24) < 7
trigger1 = parent,Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP
time = 11

[State 701, Effect]
type = Explod
trigger1 = time = 5
anim = 7276
postype = p1
pos = 16,-28
sprpriority = 3
ownpal = 0
bindtime = -1
ignorehitpause = 1
scale = 0.5,0.75

[State 210, 3]
type = destroyself
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) = 0
trigger1 = time >= 4
persistent = 0
attr = A, SP
damage = ifelse(parent,var(39)=1,66,60), 4
getpower = ifelse(parent,var(50)=0,60,0),28
givepower = 28,15
animtype = diagup
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 6, 9
guard.pausetime = 9, 6
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -7,-2
air.velocity = -7,-2.6
fall = 1
air.fall = 1
fall.recovertime = 20
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) >= 1
trigger1 = time >= 4
persistent = 0
attr = A, SP
damage = ifelse(parent,var(39)=1,66,60), 4
getpower = ifelse(parent,var(50)=0,60,0),28
givepower = 28,15
animtype = diagup
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 6, 9
guard.pausetime = 9, 6
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -7,-2
air.velocity = -7,-2.6
fall = 1
air.fall = 1
fall.recovertime = 20
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715


;---------------------------------------------------------------------------
;昇竜 雷鳴剣エフェクトjaku
[Statedef 1073]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7455
sprpriority = 5
poweradd = 0
velset = 4,0
[state 0,0]
type = posadd
trigger1 = time >= 0
y = (240 - screenpos y)

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 230, 2

[state 2, hoshi];グレイブ
type = parentvaradd
triggerall = parent,var(57) = 1
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = movehit
trigger1 = parent,var(44) % 100 < 10
trigger1 = parent,var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 0,star]
type = parentvaradd
trigger1 = parent,var(44) % 100 < 10
trigger1 = movehit
persistent = 0
v = 44
value = 10

[state 0,basuke]
type = parentvaradd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = BGpalfx
trigger1 = 1
mul = 230,230,230
ignorehitpause = 1
time = 2

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

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

[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(43) <= 3
trigger1 = parent,var(24) < 7
trigger1 = parent,Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP
time = 11

[State 701, Effect]
type = Explod
trigger1 = time = 5
anim = 7276
postype = p1
pos = 16,-28
sprpriority = 3
ownpal = 0
bindtime = -1
ignorehitpause = 1
scale = 0.5,0.75

[State 210, 3]
type = destroyself
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) = 0
trigger1 = time >= 4
persistent = 6
attr = A, SP
damage = ifelse(parent,var(39)=1,46,40), 5
getpower = ifelse(parent,var(50)=0,60,0),28
givepower = 28,15
animtype = diagup
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 5, 9
guard.pausetime = 5, 6
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,-9
air.velocity = -2,-9.6
fall = 1
air.fall = 1
fall.recovertime = 20
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) >= 1
trigger1 = time >= 4
persistent = 0
attr = A, SP
damage = ifelse(parent,var(39)=1,66,60), 4
getpower = ifelse(parent,var(50)=0,60,0),28
givepower = 28,15
animtype = diagup
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 6, 9
guard.pausetime = 9, 6
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -7,-2
air.velocity = -7,-2.6
fall = 1
air.fall = 1
fall.recovertime = 20
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715

;--------------------------------------------------------------------------
;昇竜 雷鳴剣2
[Statedef 1075]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7415;256
sprpriority = 2
poweradd = 0
velset = 3,0

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0

[State 0,0]
type = nothitby
ignorehitpause = 1
trigger1 = time = 0
value = SCA;,AA,AP,AT
time = 18


[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 2, limitstar]
type = varadd
triggerall = var(41) = 2
triggerall = var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi];グレイブ
type = varadd
triggerall = var(57) = 1
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = movehit
trigger1 = var(44) % 100 < 10
trigger1 = var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 0,star]
type = varadd
trigger1 = var(44) % 100 < 10
trigger1 = movehit
persistent = 0
v = 44
value = 10


[State 701, Effect]
type = Explod
trigger1 = time = 5
anim = 7276
postype = p1
pos = 16,-28
sprpriority = 3
ownpal = 0
bindtime = -1
ignorehitpause = 1
scale = 0.5,0.75

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[state 0,0]
type = velset
trigger1 = time = 5
x = 4.5
y = -7

[state 0,0]
type = velset
trigger1 = time = 21
x = 0.5

[state 0,0]
type = veladd
trigger1 = time >= 14
y = 0.45

[state 0,0]
type = playsnd
trigger1 = time = 20
value = 2, 15
channel = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 15
trigger1 = pos y >= 0
value = 9929

[State 1000, raimei]
type = Helper
trigger1 = time = 22
;trigger1 = numhelper(1069) = 0
helpertype = normal
name = "raimei"
pos = 50,0
postype = p1
stateno = 1073
ownpal = 1
id = 1069
size.yscale = 2
keyctrl = 0

[State 1000, raimei]
type = Helper
trigger1 = time = 16
;trigger1 = numhelper(1069) = 0
helpertype = normal
name = "raimei"
pos = 40,0
postype = p1
stateno = 1072
ownpal = 1
id = 1069
size.yscale = 2
keyctrl = 0




;---------------------------------------------------------------------------
;昇竜 雷鳴剣EX
[Statedef 1076]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7415;256
sprpriority = 2
poweradd = 0
velset = 3,0



[state 0,0]
type = playsnd
trigger1 = time = 1
value = 2, 16
channel = 0


[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 2
time = 40
;movetime = 49
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 2
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 2
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1995;9
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 2
anim = 7049
postype = p1
pos = -30,-10
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 2
anim = 7048
postype = p1
pos = -30,-10
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(43) <= 3
trigger1 = var(24) < 7
trigger1 = Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 25

[State 701, Effect]
type = Explod
trigger1 = time = 5
anim = 7276
postype = p1
pos = 16,-28
sprpriority = 3
ownpal = 0
bindtime = -1
ignorehitpause = 1
scale = 0.5,0.75

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[state 0,0]
type = velset
trigger1 = time = 5
x = 6
y = -8.5

[state 0,0]
type = velset
trigger1 = time = 21
x = 0.5

[state 0,0]
type = veladd
trigger1 = time >= 14
y = 0.45

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, HA
damage = ifelse(var(39)=1,106,100), 4
getpower = ifelse(var(50)=0,60,0),28
givepower = 28,15
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 8, 9
guard.pausetime = 9, 7
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -6,-8
air.velocity = -6,-8.6
fall = 1
air.fall = 1
fall.recover= 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2

[State 210, 3]
type = ChangeState
trigger1 = time >= 15
trigger1 = pos y >= 0
value = 9929

[State 1000, raimei]
type = Helper
trigger1 = time = 22
;trigger1 = numhelper(1069) = 0
helpertype = normal
name = "raimei"
pos = 90,0
postype = p1
stateno = 1077
ownpal = 1
id = 1069
keyctrl = 0

[state 0,0]
type = envcolor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
under = 1

;---------------------------------------------------------------------------
;圧壊１
[Statedef 1080]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7257
sprpriority = 2
poweradd = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 800, 1]
type = HitDef
trigger1 = time >= 4
trigger1 = P2MoveType != H
persistent = 0
attr = S, ST
hitflag = M
priority = 2, Miss
sparkno = -1
air.juggle = 1
hitsound = S101, 1
sprpriority = 1
;p1facing = ifelse (command = "holdback", -1, 1)
;p2facing = -1
p1stateno = 1081
p2stateno = 1082
fall = 1
air.fall = 1
fall.recovertime = 10

;---------------------------------------------------------------------------
;圧壊つかんだ
[Statedef 1081]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7258
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,reverse]
type = varset
trigger1 = time = 0
fvar(5) = 0.6
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 80
value = 1085
ctrl = 0

[State 210, 3]
type = ChangeState
triggerall = power >= 1000 || var(50) >= 2
trigger1 = time <= 64
trigger1 = command = "623_z"
value = 1095

[State 210, AI]
type = ChangeState
triggerall = var(59) = 1
triggerall = var(49) <= 100
triggerall = power >= 1000 || var(50) >= 2
trigger1 = random >= 800
trigger1 = time = [15,50]
value = 1095


[State 210, 3]
type = ChangeState
trigger1 = time = 65
trigger1 = command = "holdback"
value = 1083
[State 210, 3]
type = ChangeState
trigger1 = time = 65
trigger1 = command = "holddown"
value = 1086

[state 0,0]
type = targetbind
trigger1 = time <= 1
pos = 40,-90

[state 0,0]
type = playsnd
trigger1 = time = 69
value = 31, 0
volume = -70
[State 3000, effect]
type = Explod
trigger1 = time = 69
anim = 7260
postype = p1
pos = 40,-90
ownpal = 1
sprpriority = 5
scale = 1.5,1.5

[State 3000, effect]
type = Explod
persistent = 10
trigger1 = time <= 60
anim = 7261
random = 40,40
postype = p1
pos = 40,-90
ownpal = 1
sprpriority = 3
scale = 2,2


[State 1000, moeru]
type = Helper
trigger1 = time = 5
trigger1 = numhelper(1099) = 0
helpertype = normal
name = "fire"
pos = 0,0
postype = p2
stateno = 1099
ownpal = 1
id = 1099
keyctrl = 0
bindtime = -1

;---------------------------------------------------------------------------
; もえるカラダ
[Statedef 1099]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = -3

[State 1000, big]
type = null;Explod
trigger1 = random >= 150
trigger1 = numexplod(1) <= 6
anim = 7261
random = 55,90
pos = 0,-20
ownpal = 1
sprpriority = -3
scale = 1+var(3)*0.1,1+var(3)*0.1
id = 1

[State 180, 1]
type = VarRandom
trigger1 = Time >= 0
v = 1
range = -20,20

[State 180, 1]
type = VarRandom
trigger1 = Time >= 0
v = 2
range = -20,20

[State 180, 1];scale
type = VarRandom
trigger1 = Time >= 0
v = 3
range = 0,15

[State 180, 1];x
type = VarRandom
trigger1 = Time >= 0
v = 4
range = -2,2

[State 180, 1];y
type = VarRandom
trigger1 = Time >= 0
v = 5
range = -5,-1

[State 0,0]
type = PosAdd
trigger1 = P2Dist X >= 0
x = 5
[State 0,0]
type = PosAdd
trigger1 = P2Dist X <= 0
x = -5
[State 0,0]
type = PosAdd
trigger1 = P2Dist Y <= 50
y = -5
[State 0,0]
type = PosAdd
trigger1 = P2Dist Y >= 50
y = 5

[State 1000, mini]
type = Explod
trigger1 = random >= 600
trigger1 = numexplod(10) <= 16
anim = 7261
random = 55,90
pos = 0,30
removetime = 60
ownpal = 1
sprpriority = 1
scale = 0.1,0.1
id = 10
vel = var(4),var(5)

[state 0, 0]
type = ModifyExplod
trigger1 = 1
ID = 10
vel = var(4)

[state 0,0]
type = destroyself
trigger1 = time = 100


;---------------------------------------------------------------------------
;圧壊つかまれた
[Statedef 1082]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5000
sprpriority = -1
velset = 0,0

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = enemy,facing = facing

[state 0,0]
type = screenbound
trigger1 = 1
value = 0

[state 0,0]
type = palfx
trigger1 = time >= 0
persistent = 10
time = 55
add = 150,30,0
mul = 200,200,200
[state 0,0]
type = palfx
trigger1 = time >= 5
persistent = 10
time = 5
add = 130,20,0
mul = 150,150,150

[state 0,0]
type = changeanim2
trigger1 = time >= 0
value = 7259

[state 0,0]
type = lifeadd
trigger1 = time = 70
value = -127
[state 0,0]
type = lifeadd
trigger1 = enemy,stateno = 1089
trigger1 = time = 70
value = -34

[state 0,0]
type = velset
trigger1 = time = 69
x = -1.3
y = -5

[state 0,0]
type = posset
trigger1 = time = 70
y = -35

[State 210, 3]
type = selfState
trigger1 = time = 70
value = 5050

[State 210, 3]
type = ChangeState
trigger1 = enemy,stateno = 1083
trigger2 = enemy,stateno = 1483
value = 1084
[State 210, 3]
type = ChangeState
trigger1 = enemy,stateno = 1086
trigger2 = enemy,stateno = 1486
value = 1087
[State 210, 3]
type = ChangeState
trigger1 = enemy,stateno = 1095
value = 1096

;---------------------------------------------------------------------------
;圧壊つかんだ 分岐　壁叩きつけ
[Statedef 1083]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7262
sprpriority = 2
poweradd = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 5
trigger1 = enemy,stateno != 1084
value = 1085
ctrl = 0

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time >= 2
trigger1 = enemy,frontedgedist <= 5
anim = 7260
postype = p2
pos = 0,-60
ownpal = 1
sprpriority = 5
scale = 1.5,1.5

[State 3000, effect]
type = Explod
persistent = 10
trigger1 = time <= 40
anim = 7261
random = 40,40
postype = p2
pos = 0,-60
ownpal = 1
sprpriority = 3
scale = 2,2

;---------------------------------------------------------------------------
;圧壊つかんだ 分岐　壁叩きつけ lv2
[Statedef 1483]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7262
sprpriority = 2
poweradd = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 5
trigger1 = enemy,stateno != 1084
value = 1085
ctrl = 0

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time >= 2
trigger1 = enemy,frontedgedist <= 5
anim = 7260
postype = p2
pos = 0,-60
ownpal = 1
sprpriority = 5
scale = 1.5,1.5

[State 3000, effect]
type = Explod
persistent = 10
trigger1 = time <= 40
anim = 7261
random = 40,40
postype = p2
pos = 0,-60
ownpal = 1
sprpriority = 3
scale = 2,2


;---------------------------------------------------------------------------
;あっかい　壁までふっとび
[Statedef 1084]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[state 0,0]
type = palfx
trigger1 = time >= 0
persistent = 10
time = 5
add = 150,0,0
mul = 200,200,200
[state 0,0]
type = palfx
trigger1 = time >= 5
persistent = 10
time = 5
add = 130,0,0
mul = 150,150,150

[state 0,0]
type = posset
trigger1 = time = 0
y = -35

[state 0,0]
type = turn
triggerall = prevstateno != 901
trigger1 = facing = enemy,facing
trigger1 = time = 0

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 612

[state 0,0]
type = velset
trigger1 = time = 0
x = 15
y = 0

[state 0,0]
type = selfstate
trigger1 = time >= 300
trigger1 = pos y >= -20
;trigger1 = canrecover
trigger1 = command = "recovery"
trigger1 = life >= 1
value = 5200

[state 0,0]
type = selfstate
trigger1 = time >= 300
trigger1 = pos y >= -1
trigger1 = canrecover
trigger1 = command = "recovery"
trigger1 = life >= 1
value = 5210


[state 0,0]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[state 0,0]
type = lifeadd
trigger1 = frontedgedist <= 4
;trigger1 = time >= 2
persistent = 0
value = -176
[state 0,0]
type = lifeadd
trigger1 = enemy,stateno = 1483
trigger1 = frontedgedist <= 4
persistent = 0
value = -55

[state 0,0]
type = lifeadd
trigger1 = time = 0
persistent = 0
value = -2
kill = 0

[state 0,0]
type = changestate
trigger1 = frontedgedist <= 4
;trigger2 = time >= 90
value = 1093

;---------------------------------------------------------------------------
;圧壊つかんだ 終了隙
[Statedef 1085]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 7263
sprpriority = 2


[state 0,0]
type = playsnd
triggerall = time = 0
trigger1 = prevstateno = 1083
trigger2 = prevstateno = 1483
value = 31, 0
volume = -20

[State 210, 3]
type = Changeanim
triggerall = time = 0
trigger1 = prevstateno = 1081
trigger2 = prevstateno = 1089
value = 7264

[State 210, 3]
type = Changeanim
triggerall = time = 0
trigger1 = prevstateno = 1091
value = 7268

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;壁バウンド

[Statedef 1093]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2

[state 0,0]
type = lifeadd
trigger1 = time = 0
value = -1

[state 0,0]
type = poweradd
trigger1 = time = 0
value = 10

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = F72
postype = p1
pos = -20,-50
ownpal = 1
sprpriority = 3

[state 0,0]
type = envshake
trigger1 = time = 0
time = 12

[state 0,0]
type = velset
trigger1 = time = 5
x = 0.4
y = -7.2

[state 0,0]
type = veladd
trigger1 = time >= 5
y = 0.45

[state 0,0]
type = changeanim
trigger1 = time = 6
trigger1 = selfanimexist(5050)
value = 5050

[state 0,0]
type = changeanim2
trigger1 = time = 4
;trigger1 = anim != 5050
value = 612

[state 0,0]
type = selfstate
triggerall = time >= 18
triggerall = Alive
triggerall = CanRecover
trigger1 = command = "recovery"
value = 5200

[state 0,0]
type = selfstate
trigger1 = vel y > 0 && pos y >= 0
value = 5100



;---------------------------------------------------------------------------
;圧壊つかんだ 分岐　地面叩きつけ
[Statedef 1086]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7262
sprpriority = 2
poweradd = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 15
value = 1085
ctrl = 0

[state 0,0]
type = playsnd
trigger1 = time = 5
value = 31, 0
volume = -80

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 5
anim = 7260
postype = p1
pos = -40,-15
ownpal = 1
sprpriority = 5
scale = 1.5,1.5

;---------------------------------------------------------------------------
;圧壊つかんだ 分岐　地面叩きつけ lv2
[Statedef 1486]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7262
sprpriority = 2
poweradd = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 15
value = 1085
ctrl = 0

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 5
anim = 7260
postype = p1
pos = -40,-15
ownpal = 1
sprpriority = 5
scale = 1.5,1.5

[state 0,0]
type = playsnd
trigger1 = time = 5
value = 31, 0
volume = -80

;---------------------------------------------------------------------------
;あっかい　地面までご案内
[Statedef 1087]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[state 0,0]
type = palfx
trigger1 = time >= 0
persistent = 10
time = 55
add = 150,0,0
mul = 200,200,200
[state 0,0]
type = palfx
trigger1 = time >= 5
persistent = 10
time = 5
add = 130,0,0
mul = 150,150,150

[state 0,0]
type = posadd
trigger1 = time = 0
x = 10

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 5030

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[state 0,0]
type = velset
trigger1 = time = 0
x = 7
y = 15

[state 0,0]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[state 0,0]
type = lifeadd
trigger1 = time = 4
persistent = 0
value = -145
[state 0,0]
type = lifeadd
trigger1 = enemy,stateno = 1486
trigger1 = time = 4
persistent = 0
value = -53

[state 0,0]
type = selfstate
trigger1 = time = 5
value = 5100




;---------------------------------------------------------------------------
;圧壊2
[Statedef 1088]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7265
sprpriority = 2
poweradd = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 800, 1]
type = HitDef
trigger1 = time >= 4
trigger1 = P2MoveType != H
persistent = 0
attr = S, ST
hitflag = M
priority = 2, Miss
sparkno = -1
air.juggle = 1
hitsound = S101, 1
sprpriority = 1
;p1facing = ifelse (command = "holdback", -1, 1)
;p2facing = -1
p1stateno = 1089
p2stateno = 1082
fall = 1
air.fall = 1
fall.recovertime = 10

;---------------------------------------------------------------------------
;圧壊つかんだ2
[Statedef 1089]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7258
sprpriority = 2
poweradd = 0
velset = 0,0

[State 210, 3]
type = ChangeState
trigger1 = time = 80
value = 1085
ctrl = 0

[state 0,reverse]
type = varset
trigger1 = time = 0
fvar(5) = 0.6
persistent = 0

[State 210, 3]
type = ChangeState
triggerall = power >= 1000 || var(50) >= 2
trigger1 = time <= 64
trigger1 = command = "623_z"
value = 1095

[State 210, 3]
type = ChangeState
trigger1 = time = 65
trigger1 = command = "holdback"
value = 1483
[State 210, 3]
type = ChangeState
trigger1 = time = 65
trigger1 = command = "holddown"
value = 1486

[state 0,0]
type = targetbind
trigger1 = time <= 1
pos = 40,-90


[state 0,0]
type = playsnd
trigger1 = time = 69
value = 31, 0
volume = -80
[State 3000, effect]
type = Explod
trigger1 = time = 69
anim = 7260
postype = p1
pos = 40,-90
ownpal = 1
sprpriority = 5
scale = 1.5,1.5

[State 3000, effect]
type = Explod
persistent = 10
trigger1 = time <= 60
anim = 7261
random = 40,40
postype = p1
pos = 40,-90
ownpal = 1
sprpriority = 3
scale = 2,2

[State 1000, moeru]
type = Helper
trigger1 = time = 5
trigger1 = numhelper(1099) = 0
helpertype = normal
name = "fire"
pos = 0,0
postype = p2
stateno = 1099
ownpal = 1
id = 1099
keyctrl = 0
bindtime = -1


;---------------------------------------------------------------------------
;圧壊ex
[Statedef 1090]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7267
sprpriority = 2
poweradd = 0
velset = 0,0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP
time = 65

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 200, 6
channel = 0

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = animelem = 2
time = 60
movetime = 60
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
persistent = 0
trigger1 = animelem = 2
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = animelem = 2
persistent = 0
helpertype = normal
name = "hokuto"
ID = 1996
stateno = 1996
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = animelem = 2
anim = 7049
postype = p1
pos = 6,-65
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = animelem = 2
anim = 7048
postype = p1
pos = 6,-65
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1


[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 800, 1]
type = HitDef
trigger1 = time >= 4
;airjuggle = 99
;trigger1 = enemy,stateno != [150,155]
persistent = 0
attr = S, HT
hitflag = MAF
priority = 2, Miss
sparkno = -1
air.juggle = 1
hitsound = S101, 1
sprpriority = 1
;p1facing = ifelse (command = "holdback", -1, 1)
;p2facing = -1
p1stateno = 1091
p2stateno = 1092
fall = 1
air.fall = 1
fall.recover = 0


;---------------------------------------------------------------------------
;圧壊つかんだex
[Statedef 1091]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7258
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,star]
type = varadd
triggerall = var(41) = 2
trigger1 = var(44) % 1000 < 100
trigger1 = time = 2
persistent = 0
v = 44
value = 100
[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = time = 1
trigger1 = var(44) % 1000 < 100
trigger1 = var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 2, limitstar]
type = varadd
triggerall = var(41) = 2
triggerall = var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1

[state 0,reverse]
type = varset
trigger1 = time = 0
fvar(5) = fvar(5)*0.05
persistent = 0

[state 0,0]
type = palfx
trigger1 = time >= 5
time = 2
add = 10,0,0
mul = 100,100,100
[state 0,0]
type = BGpalfx
trigger1 = time >= 5
time = 2
add = 100,0,0
color = 0
mul = 200,200,200

[State 210, 3]
type = ChangeState
trigger1 = time = 100
value = 1085
ctrl = 0

[state 0,0]
type = targetbind
trigger1 = time <= 1
pos = 40,-90

[state 0,0]
type = envshake
trigger1 = time = 5
time = 90

[state 0,0]
type = hitadd
trigger1 = time >= 5
persistent = 10
value = 1
[state 0,0]
type = hitadd
trigger1 = time = 99
value = 1

[state 0,0]
type = playsnd
trigger1 = time = 1
value = 60, 1

[state 0,0]
type = playsnd
trigger1 = time = 99
value = 300, 2

[State 3000, effect]
type = Explod
trigger1 = time = 2
anim = 7266
postype = p1
pos = 30,0
ownpal = 1
sprpriority = -5
scale = 2,2

[State 3000, effect]
type = Explod
trigger1 = time = 99
anim = 7260
postype = p1
pos = 40,-90
ownpal = 1
sprpriority = 5
scale = 1.5,1.5

;---------------------------------------------------------------------------
;圧壊つかまれたex
[Statedef 1092]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5000
sprpriority = -1
velset = 0,0

[state 0,0]
type = palfx
trigger1 = time >= 0
persistent = 8
time = 4
add = 150,0,0
mul = 90,90,90
[state 0,0]
type = palfx
trigger1 = time >= 4
persistent = 8
time = 4
add = 130,0,0
mul = 50,50,50

[state 0,0]
type = changeanim2
trigger1 = time >= 0
value = 7259

[state 0,0]
type = lifeadd
persistent = 10
triggerall = prevstateno != [150,155]
trigger1 = time >= 5
value = ifelse(gethitvar(hitcount) >= 5, ifelse(gethitvar(hitcount) >= 10,-6,-10), -18)
kill = 0
[state 0,0]
type = lifeadd
triggerall = prevstateno != [150,155]
trigger1 = time = 99
value = ifelse(gethitvar(hitcount) >= 2, ifelse(gethitvar(hitcount) >= 10,-43,-70), -200)


[state 0,0]
type = lifeadd
persistent = 10
triggerall = prevstateno = [150,155]
trigger1 = time >= 5
value = ifelse(gethitvar(hitcount) >= 5, ifelse(gethitvar(hitcount) >= 10,-3,-7), -12)
kill = 0
[state 0,0]
type = lifeadd
triggerall = prevstateno = [150,155]
trigger1 = time = 99
value = ifelse(gethitvar(hitcount) >= 2, ifelse(gethitvar(hitcount) >= 10,-26,-40), -150)


[state 0,0]
type = velset
trigger1 = time = 99
x = -1.3
y = -5

[state 0,0]
type = posset
trigger1 = time = 100
y = -35


[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 99
value = SCA
time = 60

[State 210, 3]
type = selfState
trigger1 = time = 100
value = 5050

;---------------------------------------------------------------------------
;あっかい　EX追加 噛み噛みしtyaうお！
[Statedef 1095]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
anim = 7300
velset = 0,0

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = animelem = 2
time = 60
movetime = 60
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
persistent = 0
trigger1 = animelem = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = animelem = 1
persistent = 0
helpertype = normal
name = "hokuto"
ID = 1996
stateno = 1996
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = animelem = 1
anim = 7049
postype = p1
pos = 20,-25
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = animelem = 1
anim = 7048
postype = p1
pos = 20,-25
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1


[state 0,0]
type = allpalfx
trigger1 = time = [70,80]
add = (time*3)-90,0,0
mul = 255,0,0
time = 1
;color = 0

[State 3000, effect]
type = Explod
trigger1 = time = 75
anim = 7297
;postype = p1
pos = -40,67
ownpal = 1
sprpriority = 5

[state 0,0]
type = playsnd
trigger1 = time = 75
value = 60, 3

[state 0,0]
type = varset
trigger1 = time = 75
v = 49
value = 1200

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 =var(24) < 7
trigger1 = time = 74
v = 24
value = 1
persistent = 0
ignorehitpause = 1

[state 0,0]
type = changestate
trigger1 = time = 100
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;あっかい　噛まれたお（；；）
[Statedef 1096]
type    = L
movetype= H
physics = C
ctrl = 0
sprpriority = -2
velset = 0,0

[state 0,0]
type = posset
trigger1 = time = 0
y = -15
[state 0,0]
type = posset
trigger1 = time >= 2
y = 0

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 7299

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[state 0,0]
type = lifeadd
trigger1 = time = 10
persistent = 0
value = -290

[state 0,0]
type = selfstate
trigger1 = time = 15
value = 5100







;---------------------------------------------------------------------------
;斬空掌  空中１
[Statedef 1110]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7411
sprpriority = 2
poweradd = 0
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = time = 3
value = 2, 14
channel = 0

;[state 0,0]
;type = posadd
;triggerall = numhelper(1111) >= 1
;trigger1 = var(41) = 2
;trigger1 = var(27) >= 1
;trigger1 = enemy,gethitvar(hitcount)>=8;helper(1111),movehit
;x = floor(enemy,gethitvar(hitcount)*-0.09)
;ignorehitpause = 1

[State 0, 0]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "beam"
ID = 1111
stateno = 1111
postype = p1
pos = 8,-52
keyctrl = 0
ownpal = 1
;size.xscale = 0.75
;size.yscale = 0.75

[state 0,0]
type = veladd
trigger1 = time = 10
x = -0.5
y = -3

[state 0,0]
type = veladd
trigger1 = time >= 10
y = 0.45

[State 210, 3]
type = Changeanim
trigger1 = time = 9
value = 7412

[State 210, 3]
type = ChangeState
;triggerall = var(41) != 2
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = var(41) = 2
trigger1 = var(27) >= 1
trigger1 = pos y >= 0
value = 1009
ctrl = 0

[State 210, 3]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = var(41) = 2
trigger1 = var(27) = 0
trigger1 = pos y >= 0
value = 52

;---------------------------------------------------------------------------
;斬空掌  空中2
[Statedef 1115]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7411
sprpriority = 2
poweradd = 0
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = time = 8
value = 2, 14
channel = 0

;[state 0,0]
;type = posadd
;triggerall = numhelper(1111) >= 1
;trigger1 = var(41) = 2
;trigger1 = var(27) >= 1
;trigger1 = enemy,gethitvar(hitcount)>=8;helper(1111),movehit
;x = floor(enemy,gethitvar(hitcount)*-0.09)
;ignorehitpause = 1

[State 0, 0]
type = Helper
trigger1 = time = 21
helpertype = normal
name = "beam"
ID = 1111
stateno = 1116
postype = p1
pos = 8,-52
keyctrl = 0
ownpal = 1
;size.xscale = 0.75
;size.yscale = 0.75

[state 0,0]
type = veladd
trigger1 = time = 20
x = -0.5
y = -3

[state 0,0]
type = veladd
trigger1 = time >= 20
y = 0.45

[State 210, 3]
type = Changeanim
trigger1 = time = 19
value = 7412

[State 210, 3]
type = ChangeState
;triggerall = var(41) = 2
trigger1 = pos y >= 0
value = 52


[State 200, HitDef1]
type = HitDef
triggerall = var(27) = 0
trigger1 = time >= 2
persistent = 0
attr = A, SA
damage = 30, 5
getpower = ifelse(var(50)=0,50,0),28
givepower = 28,19
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 2, miss
pausetime = 9, 6
guard.pausetime = 6, 7
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3,0
air.velocity = -3.5,4.6
ground.cornerpush.veloff = 0
guard.kill = ifelse(var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
fall.recovertime = 32

[State 200, HitDef1]
type = HitDef
triggerall = var(27) = 1
trigger1 = time >= 2
persistent = 0
attr = A, SA
damage = 30, 5
getpower = ifelse(var(50)=0,50,0),28
givepower = 28,19
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 2, miss
pausetime = 8, 7
guard.pausetime = 6, 7
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,0
air.velocity = -1,1
ground.cornerpush.veloff = 0
guard.kill = ifelse(var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715


;---------------------------------------------------------------------------
;ざんくうしょう本体1
[Statedef 1111]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7413
sprpriority = 3
velset = 1.5,1.5

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 31, 1
volume = -200

[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = parent,var(43) <= 3
trigger1 = parent,Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 0,star]
type = parentvaradd
trigger1 = parent,var(44) % 1000000 < 100000
trigger1 = movehit
persistent = 0
v = 44
value = 100000
[state 2, limitstar]
type = parentvaradd
triggerall = parent,var(43) <= 3
trigger1 = movehit
v = 43
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi];グレイブ
type = parentvaradd
triggerall = parent,var(57) = 1
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = movehit
trigger1 = parent,var(44) % 1000000 < 100000
trigger1 = parent,var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1

[State -2, max]
type = Explod
triggerall = ishelper
triggerall = parent,var(49) > 0
triggerall = Numexplod(7301) = 0
trigger1 = moveguarded
anim = 7301
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
bindtime = -1
id = 7301
ignorehitpause = 1
persistent = 0

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

;[state 0,0]
;type = destroyself
;trigger1 = animtime = 0

[State 210, 3]
type = ChangeState
trigger1 = movecontact
value = 1112

[State 210, 3]
type = ChangeState
trigger1 = time = 300
trigger2 = pos y >= -20
value = 1112


[State 2, reduce];
type = AttackMulSet
triggerall = root,var(27) >= 1
;triggerall = ishelper = 0
trigger1 = 1
value =  0.8

[State 200, HitDef1]
type = HitDef
triggerall = parent,var(27) = 0
trigger1 = time >= 6
persistent = 0
attr = A, SP
damage = ifelse(enemy,gethitvar(hitcount)>=10,20,40), 4
getpower = ifelse(parent,var(50)=0,50,0),28
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 2, 9
guard.pausetime = 6, 7
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -3,0
air.velocity = -2,-3
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
fall.recovertime = 25

[State 200, HitDef1]
type = HitDef
triggerall = parent,var(27) >= 1
trigger1 = time >= 6
persistent = 0
attr = A, SP
damage = ifelse(enemy,gethitvar(hitcount)>=10,30,60), 4
getpower = ifelse(parent,var(50)=0,50,0),28
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 6, 9
guard.pausetime = 6, 7
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4.6
air.velocity = -3,-4.6
fall = 1
air.fall = 1
fall.recovertime = 30
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715


;---------------------------------------------------------------------------
;ざんくうしょう本体2
[Statedef 1116]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7413
sprpriority = 3
velset = 6,6

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 31, 1
volume = -200

[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = parent,var(43) <= 3
trigger1 = parent,Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 0,star]
type = parentvaradd
trigger1 = parent,var(44) % 1000000 < 100000
trigger1 = movehit
persistent = 0
v = 44
value = 100000
[state 2, limitstar]
type = parentvaradd
triggerall = parent,var(43) <= 3
trigger1 = movehit
v = 43
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi];グレイブ
type = parentvaradd
triggerall = parent,var(57) = 1
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = movehit
trigger1 = parent,var(44) % 1000000 < 100000
trigger1 = parent,var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1

[State -2, max]
type = Explod
triggerall = ishelper
triggerall = parent,var(49) > 0
triggerall = Numexplod(7301) = 0
trigger1 = moveguarded
anim = 7301
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
bindtime = -1
id = 7301
ignorehitpause = 1
persistent = 0

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

;[state 0,0]
;type = destroyself
;trigger1 = animtime = 0

[State 210, 3]
type = ChangeState
trigger1 = movecontact
value = 1112

[State 210, 3]
type = ChangeState
trigger1 = time = 300
trigger2 = pos y >= -20
value = 1112


[State 2, reduce];
type = AttackMulSet
triggerall = root,var(27) >= 1
;triggerall = ishelper = 0
trigger1 = 1
value =  0.8

[State 200, HitDef1]
type = HitDef
triggerall = parent,var(27) = 0
trigger1 = time >= 6
persistent = 0
attr = A, SP
damage = ifelse(enemy,gethitvar(hitcount)>=10,20,40), 4
getpower = ifelse(parent,var(50)=0,50,0),28
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 3, 9
guard.pausetime = 6, 7
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3,0
air.velocity = -3,7
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
air.fall = 1
fall.recovertime = 25

[State 200, HitDef1]
type = HitDef
triggerall = parent,var(27) >= 1
trigger1 = time >= 6
persistent = 0
attr = A, SP
damage = ifelse(enemy,gethitvar(hitcount)>=10,30,60), 4
getpower = ifelse(parent,var(50)=0,50,0),28
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 6, 9
guard.pausetime = 6, 7
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4.6
air.velocity = -3,-4.6
fall = 1
air.fall = 1
fall.recovertime = 30
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715



;---------------------------------------------------------------------------
;ざんくうしょう本体ex
[Statedef 1118]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7413
sprpriority = 3
velset = 6.5,5

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 31, 1
volume = -200

[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = parent,var(43) <= 3
trigger1 = parent,Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 0,star]
type = parentvaradd
trigger1 = parent,var(44) % 1000000 < 100000
trigger1 = movehit
persistent = 0
v = 44
value = 100000
[state 2, limitstar]
type = parentvaradd
triggerall = parent,var(43) <= 3
trigger1 = movehit
v = 43
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi];グレイブ
type = parentvaradd
triggerall = parent,var(57) = 1
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = movehit
trigger1 = parent,var(44) % 1000000 < 100000
trigger1 = parent,var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1

[State -2, max]
type = Explod
triggerall = ishelper
triggerall = parent,var(49) > 0
triggerall = Numexplod(7301) = 0
trigger1 = moveguarded
anim = 7301
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
bindtime = -1
id = 7301
ignorehitpause = 1
persistent = 0

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

;[state 0,0]
;type = destroyself
;trigger1 = animtime = 0

[State 210, 3]
type = ChangeState
trigger1 = movecontact
value = 1112

[State 210, 3]
type = ChangeState
trigger1 = time = 300
trigger2 = pos y >= -20
value = 1112


[State 2, reduce];
type = AttackMulSet
triggerall = root,var(27) >= 1
;triggerall = ishelper = 0
trigger1 = 1
value =  0.8

[State 200, HitDef1]
type = HitDef
triggerall = parent,var(27) = 0
trigger1 = time >= 6
persistent = 0
attr = A, HP
damage = ifelse(enemy,gethitvar(hitcount)>=10,30,60), 4
getpower = 0,28
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 3, 8
guard.pausetime = 6, 8
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3,0
air.velocity = -2,-3
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
fall = 1
air.fall = 1
fall.recovertime = 30

[State 200, HitDef1]
type = HitDef
triggerall = parent,var(27) >= 1
trigger1 = time >= 6
persistent = 0
attr = A, HP
damage = ifelse(enemy,gethitvar(hitcount)>=10,30,60), 4
getpower = ifelse(parent,var(50)=0,50,0),28
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 6, 9
guard.pausetime = 6, 7
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4.6
air.velocity = -3,-4.6
fall = 1
air.fall = 1
fall.recovertime = 30
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715


;---------------------------------------------------------------------------
;ざんくうしょう本体ex2
[Statedef 1113]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7413
sprpriority = 3
velset = 3,5


[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = parent,var(43) <= 3
trigger1 = parent,Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 0,star]
type = parentvaradd
trigger1 = parent,var(44) % 1000000 < 100000
trigger1 = movehit
persistent = 0
v = 44
value = 100000
[state 2, limitstar]
type = parentvaradd
triggerall = parent,var(43) <= 3
trigger1 = movehit
v = 43
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi];グレイブ
type = parentvaradd
triggerall = parent,var(57) = 1
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = movehit
trigger1 = parent,var(44) % 1000000 < 100000
trigger1 = parent,var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1

[State -2, max]
type = Explod
triggerall = ishelper
triggerall = parent,var(49) > 0
triggerall = Numexplod(7301) = 0
trigger1 = moveguarded
anim = 7301
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
bindtime = -1
id = 7301
ignorehitpause = 1
persistent = 0

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

;[state 0,0]
;type = destroyself
;trigger1 = animtime = 0

[State 210, 3]
type = ChangeState
trigger1 = movecontact
value = 1112

[State 210, 3]
type = ChangeState
trigger1 = time = 300
trigger2 = pos y >= -20
value = 1112


[State 2, reduce];
type = AttackMulSet
triggerall = root,var(27) >= 1
;triggerall = ishelper = 0
trigger1 = 1
value =  0.8

[State 200, HitDef1]
type = HitDef
triggerall = parent,var(27) = 0
trigger1 = time >= 6
persistent = 0
attr = A, HP
damage = ifelse(enemy,gethitvar(hitcount)>=10,40,60), 4
getpower = 0,28
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 2, 11
guard.pausetime = 6, 8
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3,0
air.velocity = -3.5,-8
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
fall = 1
air.fall = 1
fall.recovertime = 30

[State 200, HitDef1]
type = HitDef
triggerall = parent,var(27) >= 1
trigger1 = time >= 6
persistent = 0
attr = A, HP
damage = ifelse(enemy,gethitvar(hitcount)>=10,30,60), 4
getpower = ifelse(parent,var(50)=0,50,0),28
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 6, 9
guard.pausetime = 6, 7
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4.6
air.velocity = -3,-4.6
fall = 1
air.fall = 1
fall.recovertime = 30
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715



;---------------------------------------------------------------------------
;ざんくうしょう本体ex3
[Statedef 1114]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7413
sprpriority = 3
velset = 9,5

[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = parent,var(43) <= 3
trigger1 = parent,Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 0,star]
type = parentvaradd
trigger1 = parent,var(44) % 1000000 < 100000
trigger1 = movehit
persistent = 0
v = 44
value = 100000
[state 2, limitstar]
type = parentvaradd
triggerall = parent,var(43) <= 3
trigger1 = movehit
v = 43
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi];グレイブ
type = parentvaradd
triggerall = parent,var(57) = 1
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = movehit
trigger1 = parent,var(44) % 1000000 < 100000
trigger1 = parent,var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1

[State -2, max]
type = Explod
triggerall = ishelper
triggerall = parent,var(49) > 0
triggerall = Numexplod(7301) = 0
trigger1 = moveguarded
anim = 7301
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
bindtime = -1
id = 7301
ignorehitpause = 1
persistent = 0

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

;[state 0,0]
;type = destroyself
;trigger1 = animtime = 0

[State 210, 3]
type = ChangeState
trigger1 = movecontact
value = 1112

[State 210, 3]
type = ChangeState
trigger1 = time = 300
trigger2 = pos y >= -20
value = 1112


[State 2, reduce];
type = AttackMulSet
triggerall = root,var(27) >= 1
;triggerall = ishelper = 0
trigger1 = 1
value =  0.8

[State 200, HitDef1]
type = HitDef
triggerall = parent,var(27) = 0
trigger1 = time >= 6
persistent = 0
attr = A, HP
damage = ifelse(enemy,gethitvar(hitcount)>=10,20,40), 4
getpower = 0,28
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 2, 11
guard.pausetime = 6, 8
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3,0
air.velocity = -2,-6
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
fall = 1
air.fall = 1
fall.recovertime = 30

[State 200, HitDef1]
type = HitDef
triggerall = parent,var(27) >= 1
trigger1 = time >= 6
persistent = 0
attr = A, HP
damage = ifelse(enemy,gethitvar(hitcount)>=10,30,60), 4
getpower = ifelse(parent,var(50)=0,50,0),28
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 6, 9
guard.pausetime = 6, 7
sparkno = -1;2
sparkxy = -8, -44
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4.6
air.velocity = -3,-4.6
fall = 1
air.fall = 1
fall.recovertime = 30
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,0);0
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715

;---------------------------------------------------------------------------
;空中ビームhit
[Statedef 1112]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 7414
sprpriority = 3
velset = 0,0

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;空中ビーム発射ex
[Statedef 1117]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7411
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = posadd
triggerall = time >= 61
triggerall = numhelper(1118) >= 1
trigger1 = var(41) = 2
trigger1 = var(27) >= 1
trigger1 = helper(1118),movehit
x = floor(enemy,gethitvar(hitcount)*-0.09)
;ignorehitpause = 1

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7049
postype = p1
pos = 45,-50
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7048
postype = p1
pos = 45,-50
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1995
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 1
persistent = 0
helpertype = normal
name = "hokuto"
ID = 1996
stateno = 1996
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 65

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 60
movetime = 60
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)


[state 0,0]
type = velset
trigger1 = time <= 66
x = 0
y = 0
[state 0,0]
type = velset
trigger1 = time = 69
x = -3
y = -4

[state 0,0]
type = playsnd
trigger1 = time =68
value = 31, 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 2
value = 2, 13
channel = 0

;[state 0,0]
;type = posadd
;triggerall = numhelper(1111) >= 1
;trigger1 = var(41) = 2
;trigger1 = var(27) >= 1
;trigger1 = enemy,gethitvar(hitcount)>=8;helper(1111),movehit
;x = floor(enemy,gethitvar(hitcount)*-0.09)
;ignorehitpause = 1

[State 0, 0]
type = Helper
trigger1 = time = 65
helpertype = normal
name = "beam"
ID = 1111
stateno = 1118
postype = p1
pos = 10,-52
keyctrl = 0
ownpal = 1

[State 0, 0]
type = Helper
trigger1 = time = 65
helpertype = normal
name = "beam"
ID = 1111
stateno = 1113
postype = p1
pos = 3,-50
keyctrl = 0
ownpal = 1
;size.xscale = 0.75
;size.yscale = 0.75

[State 0, 0]
type = Helper
trigger1 = time = 65
helpertype = normal
name = "beam"
ID = 1111
stateno = 1114
postype = p1
pos = 8,-52
keyctrl = 0
ownpal = 1

[state 0,0]
type = veladd
trigger1 = time = 60
x = -0.5
y = -3

[state 0,0]
type = veladd
trigger1 = time >= 60
y = 0.45

[State 210, 3]
type = Changeanim
trigger1 = time = 60
value = 7412

[State 210, 3]
type = ChangeState
;triggerall = var(41) = 2
trigger1 = pos y >= 0
value = 52


;---------------------------------------------------------------------------
;空中ビームex
[Statedef 1118]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7291
sprpriority = 3
velset = 2,2

[State 2, reduce];
type = AttackMulSet
triggerall = root,var(27) >= 1
;triggerall = ishelper = 0
trigger1 = 1
value =  0.5

[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = parent,var(43) <= 3
trigger1 = parent,Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0

[state 0,star]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(44) % 10000 < 1000
trigger1 = movehit
persistent = 0
v = 44
value = 1000
[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = movehit
trigger1 = parent,var(44) % 10000 < 1000
trigger1 = parent,var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 2, limitstar]
type = parentvaradd
triggerall = parent,var(41) = 2
triggerall = parent,var(43) <= 3
trigger1 = movehit
v = 43
value = 1
persistent = 0
ignorehitpause = 1

[State -2, max]
type = Explod
triggerall = ishelper
triggerall = parent,var(49) > 0
triggerall = Numexplod(7301) = 0
trigger1 = moveguarded
anim = 7301
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
bindtime = -1
id = 7301
ignorehitpause = 1
;persistent = 0

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = animtime = 0

[State 210, 3]
type = ChangeState
;trigger1 = time = 69
trigger1 = pos y >= 0
value = 1119

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) = 0
trigger1 = time >= 6
persistent = 7
attr = A, HP
damage = ifelse(enemy,gethitvar(hitcount)>=14,14,23), 4
getpower = 0
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 3, 7
guard.pausetime = 1, 2
sparkno = 2
sparkxy = -3, -24
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,0
air.velocity = -2,-0.6
fall = 1
air.fall = 1
fall.recovertime = 60
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) >= 1
trigger1 = time >= 6
persistent = 7
attr = A, HP
damage = ifelse(enemy,gethitvar(hitcount)>=14,14,23), 4
getpower = 0
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 3, 7
guard.pausetime = 1, 2
sparkno = 2
sparkxy = -3, -24
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,0
air.velocity = -2,-0.6
fall = 1
air.fall = 1
fall.recovertime = 60
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715
;---------------------------------------------------------------------------
;空中ビームex
[Statedef 1119]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7292
sprpriority = 3
velset = 2.3,0

[State 2, reduce];
type = AttackMulSet
triggerall = root,var(27) >= 1
;triggerall = ishelper = 0
trigger1 = 1
value =  0.8

[state 2, limitstar]
type = parentvaradd
triggerall = parent,var(41) = 2
triggerall = parent,var(43) <= 3
trigger1 = time = 1
v = 43
value = 1
persistent = 0
ignorehitpause = 1

[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = parent,var(43) <= 3
trigger1 = parent,Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0

[state 0,star]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(44) % 10000 < 1000
trigger1 = time = 1
persistent = 0
v = 44
value = 1000
[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = time = 1
trigger1 = parent,var(44) % 10000 < 1000
trigger1 = parent,var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1




[State -2, max]
type = Explod
triggerall = ishelper
triggerall = parent,var(49) > 0
triggerall = Numexplod(7301) = 0
trigger1 = moveguarded
anim = 7301
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
bindtime = -1
id = 7301
ignorehitpause = 1
;persistent = 0

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = animtime = 0

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) = 0
trigger1 = time >= 6
persistent = 7
attr = A, HP
damage = ifelse(enemy,gethitvar(hitcount)>=14,9,13), 4
getpower = 0
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 2, 7
guard.pausetime = 1, 2
sparkno = 2
sparkxy = -3, -24
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,0
air.velocity = -2,-0.6
fall = 1
air.fall = 1
fall.recovertime = 20
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) >= 1
trigger1 = time >= 6
persistent = 7
attr = A, HP
damage = ifelse(enemy,gethitvar(hitcount)>=14,9,13), 4
getpower = 0
givepower = 28,19
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 2, 7
guard.pausetime = 1, 2
sparkno = 2
sparkxy = -3, -24
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,0
air.velocity = -2,-0.6
fall = 1
air.fall = 1
fall.recovertime = 20
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2
p2stateno = 8715



;当て身 地上・対地対空---------------------------------------
[Statedef 1180]
type    = S
movetype= I
physics = S
juggle  = 3
poweradd= 0
ctrl = 0
anim = 7443
sprpriority = 1

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7444
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
pausemovetime = 100
supermovetime =100
bindtime = -1
removeongethit = 1

[state 0,0]
type = reversaldef
triggerall = var(41) = 2
trigger1 = time <= 14;enemy,movetype = A
Reversal.Attr = SA, NA,SA
pausetime = 2,2;28,30
hitsound = S30,2
numhits = 0
sparkno = -1;S7109
sparkxy = 20,-30
p1stateno = 1181
persistent = 0

[state 0,0]
type = reversaldef
triggerall = var(41) = 3
trigger1 = time <= 14;enemy,movetype = A
Reversal.Attr = SCA, NA,SA
pausetime = 35,52;28,30
hitsound = S30,2
numhits = 0
sparkno = -1;S7109
sparkxy = 20,-30
p1stateno = 9232
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;当て身 地上・対地対空--成功-------------------------------------
[Statedef 1181]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 0
ctrl = 0
;anim = 7451
sprpriority = 1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = time <= 35
value = SCA
time = 2


[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 0
anim = 7444
postype = p1
pos = 0,ifelse(prevstateno = 1180,0,14)
ownpal = 1
sprpriority = 5
pausemovetime = 100
supermovetime =100
bindtime = -1
removeongethit = 1


[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 2, 34

[state 0,0]
type = changeanim
trigger1 = time = 1
value = 7451

[state 0,0]
type = pause
trigger1 = time = 0
time = 35

[state 0,0]
type = pause
trigger1 = time = 1
time = 10
movetime = 10

[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = var(41) = 2
trigger1 = time >= 1
attr = S, SA
damage = 70, 6
getpower = ifelse(var(50)=0,48,0),13
givepower = 19,8
animtype = heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 1, 10
sparkno = 0;S8004
sparkxy = -5, 0
hitsound = S101, 3
guardsound = S0, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = 0,-6.9
guard.velocity = -5
fall = 1
air.fall = 1
fall.recovertime = 40
ground.cornerpush.veloff = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0))
p2stateno = 8715

[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = var(41) = 3
trigger1 = time >= 1
attr = S, SA
damage = 70, 6
getpower = ifelse(var(50)=0,48,0),13
givepower = 19,8
animtype = heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 1, 10
sparkno = 0;S8004
sparkxy = -5, 0
hitsound = S101, 3
guardsound = S0, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = 0,-6.9
guard.velocity = -5
fall = 1
air.fall = 1
fall.recovertime = 40
ground.cornerpush.veloff = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0))
p2stateno = 9300


[state 0,0]
type = varset
triggerall = var(41) != 0
trigger1 = movehit
trigger1 = var(25) <= 1
v = 27
value = 1;ifelse(var(27) = 0,1,0)
persistent = 0
ignorehitpause = 1

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 60, 6

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;当て身 地上・対下段---------------------------------------
[Statedef 1182]
type    = C
movetype= I
physics = C
juggle  = 3
poweradd= 0
ctrl = 0
anim = 7452
velset = 0,0
sprpriority = 1

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7444
postype = p1
pos = 0,17
ownpal = 1
sprpriority = 5
pausemovetime = 100
supermovetime =100
bindtime = -1
removeongethit = 1

[state 0,0]
type = reversaldef
triggerall = var(41) = 2
trigger1 = time <= 14;enemy,movetype = A
Reversal.Attr = C, NA,SA
pausetime = 2,2;28,30
hitsound = S30,2
numhits = 0
sparkno = -1;S7109
sparkxy = 20,-40
p1stateno = 1181
persistent = 0
[state 0,0]
type = reversaldef
triggerall = var(41) = 3
trigger1 = time <= 14;enemy,movetype = A
Reversal.Attr = SC, NA,SA
pausetime = 35,52;28,30
hitsound = S30,2
numhits = 0
sparkno = -1;S7109
sparkxy = 20,-40
p1stateno = 9420
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;当て身 地上・対空---------------------------------------
[Statedef 1183]
type    = S
movetype= I
physics = S
juggle  = 3
poweradd= 0
ctrl = 0
anim = 7538
sprpriority = 1

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7539
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
pausemovetime = 100
supermovetime =100
bindtime = -1
removeongethit = 1

[state 0,0]
type = reversaldef
trigger1 = time <= 14;enemy,movetype = A
Reversal.Attr = SA, NA,SA
pausetime = 35,52;28,30
hitsound = S30,2
numhits = 0
sparkno = -1;S7109
sparkxy = 20,-30
p1stateno = 9427;9232;1181
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;当て身 空中・対地対空---------------------------------------
[Statedef 1184]
type    = A
movetype= I
physics = A
poweradd= 0
ctrl = 0
anim = 7540
sprpriority = 1

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7444
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
pausemovetime = 100
supermovetime =100
bindtime = -1
removeongethit = 1


[state 0,0]
type = reversaldef
trigger1 = time <= 14;enemy,movetype = A
Reversal.Attr = SCA, NA
pausetime = 35,52;28,30
hitsound = S30,2
numhits = 0
sparkno = -1;S7109
sparkxy = 20,-30
p1stateno = 1185
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 1


;--------------------------------------------------
;空中反撃
[Statedef 1185]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 7541
sprpriority = 2
poweradd = 30

[state 0,0]
type = velset
trigger1 = time = 0
x = 5
y = -4

[state 0,0]
type = velset
trigger1 = time = [10,25]
x = 0
y = 0


[State 3900, NotHitBy]
type = NotHitBy
trigger1 = time <= 35
value = SCA
time = 2

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,3
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 4
value = 1, 0
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 4
value = 1, 2
channel = 0

[state 0,0]
type = varset
trigger1 = time = 0
trigger1 = var(27) = 0
trigger1 = var(41) = 2
v = 27
value = 1
[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.85
persistent = 0

[state 0,0]
type = posadd
trigger1 = var(27) >= 1
trigger1 = movehit
x = ceil(enemy,gethitvar(hitcount)*-0.5)
ignorehitpause = 1

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 100,1

[State 200, HitDef1]
type = HitDef
persistent = 0
trigger1 = time >= 2
attr = A, NA
damage = ifelse(var(39)=1,34,31), ifelse(var(49)>0,4,0)
getpower = ifelse(var(50)=0,15,0)
givepower = 4
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 8, 12
guard.pausetime = 5, 11
sparkno = 0
sparkxy = -8, -55
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,12,8)
ground.hittime  = 7
air.slidetime = ifelse(var(37)=1,15,12)
air.hittime  = ifelse(var(37)=1,15,12)
ground.velocity = -5,5
air.velocity = -5,9
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -3
fall.yvelocity = -8
envshake.time = 10
envshake.ampl = 2
p2stateno = 621

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = time = 25
value = 5040

[state 0,0]
type = ctrlset
trigger1 = time >= 25
trigger1 = anim = 5040
value = 1









;------------------------------------------------
;夢想転生 旋一閃
[Statedef 2070]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 7622
sprpriority = 2
velset = 0,0


[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 2
time = 83
movetime = 83
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 2
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 2
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = null;Explod
persistent = 0
trigger1 = time = 2
anim = 7049
postype = p1
pos = -30,-10
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = null;Explod
persistent = 0
trigger1 = time = 2
anim = 7048
postype = p1
pos = -30,-10
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[state 0,0]
type = varset
trigger1 = time = 2
v = 0
value = 1

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 2,49
channel = 0

[State 0, 0]
type = ChangeState
trigger1 = time = 81
value = 0
ctrl = 1


[State 3000, effect]
type = Explod
trigger1 = time = 2
anim = 7625
postype = p1
pos = -55,0
vel = 0.9
accel = -0.005
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
removeongethit = 1
supermovetime = 100
[State 3000, effect]
type = Explod
trigger1 = time = 2
anim = 7625
postype = p1
pos = -15,0
vel = 0.4
accel = -0.005
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
removeongethit = 1
supermovetime = 100
[State 3000, effect]
type = Explod
trigger1 = time = 2
anim = 7625
postype = p1
pos = 55,0
vel = -0.9
accel = 0.005
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
removeongethit = 1
supermovetime = 100
[State 3000, effect]
type = Explod
trigger1 = time = 2
anim = 7625
postype = p1
pos = 15,0
vel = -0.4
accel = 0.005
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
removeongethit = 1
supermovetime = 100




;------------------------------------------------
;ブロッキング 旋一閃
[Statedef 2071]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 7403
sprpriority = 2
velset = 0,0

[state 0,0]
type = varset
trigger1 = time = 0
v = 0
value = 0

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 2,46
channel = 0

[state -2]
type = varset
trigger1 = 1
v = 29
value = 0

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 7230;7038
postype = p1
pos = 28,-60
random = 2,2
ownpal = 1
sprpriority = 5
pausemovetime = 99

[state 0,0]
type = velset
trigger1 = time <= 10
x = 3

[State 205, 2]
type = PlaySnd
trigger1 = time = 0
value = 40, 1
volume = -20

[state 0,0]
type = palfx
trigger1 = time = 0
add = 10,10,10
time = 2

[state 0, 0]
type = Pause
trigger1 = Time = 0
time = 6
[state 0, 0]
type = Pause
trigger1 = Time = 1
time = 4
movetime = 4

[state 0, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time  = 5

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

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = S, HT
damage = 5, 1
;getpower = ifelse(var(50)=0,60,0)
givepower = 48,32
animtype = heavy
;guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 2, 5
sparkno = 2
sparkxy = -8, -64
hitsound = S101, 3
guardsound = S0, 0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2.6,0
air.velocity = -3,-2
air.fall = 1
fall.recovertime = 15
ground.cornerpush.veloff = 0
guard.kill = 0;ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
kill = 0
envshake.time = 10
envshake.ampl = 2
p1stateno = 2072
p2stateno = 2073;614

;------------------------------------------------
;旋一閃　自分
[Statedef 2072]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7404
sprpriority = 1
velset = 3,-9

[state 0,0]
type = playsnd
trigger1 = time = 5
value = 2,28
channel = 0
[state 0, 0]
type = Pause
trigger1 = Time = 30
time = 60
;movetime = 60

[State 0, critical]
type = Explod
persistent = 0
trigger1 = time = 29
anim = 7623
postype = left
pos = 20,90
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
;scale = 0.5,0.5

[State 0, critical]
type = Explod
trigger1 = time >= 1
anim = 7624
postype = left
pos = 124,160
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
scale = 1 + (time*0.06),1 + (time*0.06)



[state 0,0]
type = posadd
trigger1 = time = 0
x = 30
y = -30

[state 0,0]
type = veladd
trigger1 = time >= 1
y = 0.45

[State 0, 0]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0

[state 0,debug]
type = null;pause
trigger1 = gametime % 2 = 0
time = 1

[state 0,0]
type = varadd
trigger1 = time >= 1
v = 19
value = time * 22

[state 0,0]
type = angleset
trigger1 = 1
value = var(19);-22
[state 0,0]
type = angledraw
trigger1 = 1

[state 0,0]
type = targetbind
trigger1 = time >= 0
pos = 0,0;10,18

[State 0, 0]
type = Helper
trigger1 = time = 0
helpertype = normal
ignorehitpause = 1
name = "johansin"
;ID = 1001
stateno = 2074
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 0

;------------------------------------------------
;旋一閃　自分ヘルパー
[Statedef 2074]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 7406
sprpriority = 5
velset = 3,-9

[state 0,0]
type = bindtoparent
trigger1 = 1
ignorehitpause = 1
pos = 0,0

[state 0,0]
type = veladd
trigger1 = time >= 1
y = 0.45

[state 0,0]
type = angleset
trigger1 = 1
value = parent,var(19);-22
[state 0,0]
type = angledraw
trigger1 = 1

[state 0,0]
type = destroyself
trigger1 = parent,stateno != 2072

;------------------------------------------------
;旋一閃　aite
[Statedef 2073]
type    = A
movetype= H
physics = N
ctrl = 0
;anim = 7404
sprpriority = 3
velset = 0,0

[state 0,0]
type = lifeadd
trigger1 = time >= 2
value = -1
kill = 0
[state 0,0]
type = lifeadd
trigger1 = time >= 5
trigger1 = pos y >= 0
value = -150

[state 0,0]
type = angleset
trigger1 = time >= 1;1
value =time*22
[state 0,0]
type = angledraw
trigger1 = 1

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 7405

[State 0, 0]
type = selfState
trigger1 = time >= 5
trigger1 = pos y >= 0
value = 5050
ctrl = 0



;---------------------------------------------------------------------------
;本体 戻って終了
[Statedef 1034]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 7437
sprpriority = 0
velset = 0,0

[State 0, 0]
type = Explod
trigger1 = time = 0
;postype = p1
pos = 0,-15
anim = 7442
ownpal = 1
keyctrl = 0
sprpriority = 5

[state 0,0]
type = velset
trigger1 = time = 13
x = 0.2
y = 1
[state 0,0]
type = veladd
trigger1 = time >= 13
y = 0.05

[state 0,0]
type = changestate;destroyself
trigger1 = pos y >= -2
value = 1035

;---------------------------------------------------------------------------
;本体 終了
[Statedef 1035]
type    = A
movetype= I
physics = N
ctrl = 0
;anim = 7437
sprpriority = 0
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = prevstateno = 1044
value = 7441

[state 0,0]
type = posset
trigger1 = time = 0
y = -2

[state 0,0]
type = assertspecial
flag = invisible
trigger1 = time = [350,355]
trigger2 = time = [360,365]
trigger3 = time = [370,375]

[state 0,0]
type = destroyself
trigger1 = time = 380

[state 0,0]
type = destroyself
trigger1 = parentdist x = [-18,18]
trigger1 = parent,stateno = [10,12]

[state 0,0]
type = changestate;destroyself
trigger1 = parent,stateno = 1036
value = 1037
;---------------------------------------------------------------------------
;本体 終了
[Statedef 1037]
type    = A
movetype= I
physics = N
ctrl = 0
;anim = 7437
sprpriority = 0
velset = 0,0
[state 0,0]
type = destroyself
trigger1 = time = 9

;召喚---回収----------------------------------------------------------------
[Statedef 1036]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 7486
sprpriority = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 9
value = 1, 3
channel = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;召喚-----地面----------------------------------------------------------------------
;
[Statedef 1040]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7433
sprpriority = 2

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 9
value = 2, 36
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 9
value = 2, 37
channel = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 10
value = 300, 0

[State 0, 0]
type = Helper
trigger1 = time = 9
helpertype = normal
name = "chibi"
ID = 1031
stateno = 1041
postype = p1
pos = -10,-60
keyctrl = 0
ownpal = 1

[State 0, 0]
type = Explod
trigger1 = time = 10
postype = p1
pos = 15,0
anim = 7023
ownpal = 1
keyctrl = 0
sprpriority = 5
removeongethit = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;-地面--------------------------------------------------------------------------
;本体　
[Statedef 1041]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 7434
sprpriority = 1
[State 2, shild]
type = HitOverride
trigger1 = 1
time = 2
attr = SCA, NA, SA, HA, NP, SP, HP
stateno = 2083
IgnoreHitPause = 1
[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,AT
time = 2
[State 0,0]
type = hitby
ignorehitpause = 1
trigger1 = time >= 0
value = SCA,AA,AP
time = 2

[state 0,0]
type = playsnd
trigger1 = time = 83
trigger2 = time = 112
value = 300,5

[state 0,0]
type = velset
trigger1 = time = 0
x = -1.8
y = 2

[state 0,0]
type = veladd
trigger1 = time = [5,19]
y = -0.6

[state 0,0]
type = velset
trigger1 = time = 20
x = -1
y = 5

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 1042


;-地面--------------------------------------------------------------------------
;本体　地面待機
[Statedef 1042]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 1
velset = 0,0
[State 2, shild]
type = HitOverride
trigger1 = 1
time = 2
attr = SCA, NA, SA, HA, NP, SP, HP
stateno = 2083
IgnoreHitPause = 1
[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,AT
time = 2
[State 0,0]
type = hitby
ignorehitpause = 1
trigger1 = time >= 0
value = SCA,AA,AP
time = 2


[State 0, 0]
type = Explod
trigger1 = time = 0
;postype = p1
pos = 0,0
anim = 7438
ownpal = 1
keyctrl = 0
sprpriority = 3

[State 210, 3]
type = ChangeState
trigger1 = time >= 8
trigger1 = p2dist x = [-50,50]
trigger2 = time = 360
value = 1043

;-地面--------------------------------------------------------------------------
;本体   上昇
[Statedef 1043]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7439
sprpriority = 2
velset = 0,-5
[State 2, shild]
type = HitOverride
trigger1 = 1
time = 2
attr = SCA, NA, SA, HA, NP, SP, HP
stateno = 2083
IgnoreHitPause = 1
[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,AT
time = 2
[State 0,0]
type = hitby
ignorehitpause = 1
trigger1 = time >= 0
value = SCA,AA,AP
time = 2

[State 0, 0]
type = Explod
trigger1 = time = 0
persistent = 16
postype = p1
pos = 0,-15
anim = 7776
keyctrl = 0
sprpriority = 5
supermovetime = 100
pausemovetime = 100
scale = 0.5,0.5
bindtime = -1

[State 210, 2]
type = PlaySnd
trigger1 = time = 1
value = 6, 2

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 6
persistent = 0
attr = A, SA
damage = 40, 2
getpower = ifelse(parent,var(50)=0,30,0),38
givepower = 38,20
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, miss
pausetime = 8, 10
guard.pausetime = 10, 7
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 7
ground.hittime  = 40
ground.velocity = 0,-9
air.velocity = -1,-9
fall = 1
envshake.time = 10
envshake.ampl = 2
air.fall = 1
fall.recovertime = 38
ground.cornerpush.veloff = 0
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -3

[state 0,0]
type = changestate
trigger1 = time = 50
trigger2 = moveguarded
value = 1044
ignorehitpause = 0


;---------------------------------------------------------------------------
;本体 戻って終了
[Statedef 1044]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 7440
sprpriority = 0
velset = 0,0

[State 0, 0]
type = Explod
trigger1 = time = 0
;postype = p1
pos = 0,-15
anim = 7442
ownpal = 1
keyctrl = 0
sprpriority = 5

[state 0,0]
type = velset
trigger1 = time = 13
x = 0.2
y = 1
[state 0,0]
type = veladd
trigger1 = time >= 13
y = 0.02
[state 0,0]
type = velset
trigger1 = time >= 20
x = 0
y = 0.5
persistent = 45
[state 0,0]
type = veladd
trigger1 = time >= 20
x = 0.04

[state 0,0]
type = turn
trigger1 = time >= 20
persistent = 45

[state 0,0]
type = changestate;destroyself
trigger1 = pos y >= -2
value = 1035






;---------------------------------------------------------------------------
; HighJump Start
[Statedef 4040]
type    = S
physics = S
anim = 7334
ctrl = 0
sprpriority = 1

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = time = 1
sysvar(1) = 1

[state 0,0]
type = playsnd
trigger1 = time = 6
value = 0,2

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = const(velocity.jump.fwd.x)+2.4
y = const(velocity.jump.y)-0.8

[State 100, 2]
type = Afterimage
trigger1 = Time = 1
time = 15
length = 25
Trans = Add
PalAdd = 4, 4, 4
FrameGap = 3
palcontrast = 120,120,120

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; HighJump Start
[Statedef 4041]
type    = S
movetype = I
physics = S
anim = 47
ctrl = 0
sprpriority = 1

[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[state 0,0]
type = playsnd
trigger1 = time = 7
value = 0,2

[State 40, 4]
type = VelSet
trigger1 = Time = 8
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)-3

[State 100, 2]
type = Afterimage
triggerall = var(33) != 11
;triggerall = var(41) = 2
trigger1 = Time = 7
time = 15
length = 25
Trans = Add
PalAdd = 4, 4, 4
FrameGap = 3
palcontrast = 120,120,120

[State 40, 6]
type = ChangeState
trigger1 = Time = 8
value = 4042
ctrl = 1

;---------------------------------------
[Statedef 4042];追いジャンプ
type    = A
movetype= I
physics = A
ctrl = 1
anim = 41
sprpriority = 2

[State 0, 0]
type = Explod
trigger1 = var(41) != 0
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.75

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
;trigger1 = Time = 1
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
;trigger1 = Time = 1
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 3]
type = velmul
;trigger1 = Time = 1
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
x = 0.9

[State 40, 4]
type = VelSet
trigger1 = Numhelper(2990) = 0
trigger1 = Time >= 2
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, 3.3, -3.3))

[state 0,0]
type = null;changestate
trigger1 = time = 2
value = 51

[State 40, 3]
type = Varadd
triggerall = var(41) = 2
trigger1 = Time = 0
var(32) = 1


;---------------------------------------------------------------------------
; Jump Start 低空ダッシュ
[Statedef 4043]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1


[State 45, 3]
type = Varadd
triggerall = prevstateno = [9600,9629]
trigger1 = Time = 0
var(32) = 1



[State 0, 0]
type = Explod
trigger1 = var(41) = 2
trigger1 = time = 0
;postype = p1
pos = 0,1
anim = 7800
ownpal = 1
keyctrl = 0
sprpriority = -5
scale = 0.5,0.5

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 240
y = -10

[State 40, 6]
type = ChangeState
triggerall = var(59) = 0
trigger1 = AnimTime = 0
value = 4044
ctrl = 1
[State 40, 6]
type = ChangeState
triggerall = var(59) = 1
trigger1 = AnimTime = 0
value = 4044
ctrl = 0

;---------------------------------------------------------------------------
; Jump Up
[Statedef 4044]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[state 0,0]
type = ctrlset
trigger1 = prevstateno = 1040
trigger1 = time = 10
value = 1

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Numhelper(2990) >= 1
value = 100

[state 0,0]
type = velset
triggerall = prevstateno = 1041
trigger1 = command = "holdfwd"
x = 2
[state 0,0]
type = velset
triggerall = prevstateno = 1041
trigger1 = command = "holdback"
x = -2



[State 50, 2]
type = Changestate
trigger1 = time = 5
value = 234
ctrl = 1


;------------------------------------------------
;サーキットスパーク
[Statedef 1950]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 7407
sprpriority = 2
velset = 0,0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 2

[state 0,0]
type = playsnd
trigger1 = time = 1
value = 2,31
channel = 0

[state 0,0]
type = envshake
trigger1 = time = 1
time = 20

[State 3000, effect]
type = null;Explod
trigger1 = time = 1
ignorehitpause = 1
persistent = 0
anim = 7089
postype = p1
pos = 0,-240
ownpal = 1
sprpriority = 5
ontop = 1
pausemovetime = 99

[state 0,0]
type = pause
trigger1 = gametime % 3 = 0
trigger1 = time <= 10
time = 2

[state 0,0]
type = pause
trigger1 = gametime % 2 = 0
trigger1 = time > 10
time = 1

[state 0,0]
type = bgpalfx
trigger1 = time = 0
time = 5
mul = 180,180,180

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 30,4

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

[state 0,0]
type = varset
trigger1 = time = 0
v = 50
value = 0

[State 3000, effect]
type = Explod
trigger1 = time = 1
anim = 7058
postype = p1
pos = 0,5
ownpal = 1
sprpriority = 4
scale = 1.2,1.2
bindtime = -1

[State 240, 1]
type = HitDef
trigger1 = time >= 0
persistent = 0
attr = S, HA
animtype  = heavy
damage    = 15, 15
kill = 0
getpower = 0
givepower = 0
hitflag = MAF
priority = 9, Hit
pausetime = 1,1
guard.pausetime = 1,1
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0;ifelse(var(41) = 1, 0, 1);guard.sparkno = S8003
sparkno =-1
sparkxy = -2,-58
hitsound   = S101, 3
guardsound = -1
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3,0
air.velocity = -3,-2
p2stateno = 3501

[State 240, 3]
type = ChangeState
trigger1 = time = 28
value = 0
ctrl = 1



;------------------------------------------------
;ブラッドヒート覚醒
[Statedef 1951]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7407
sprpriority = 2
velset = 0,0

[State 5900, 2];ブーストゲージ
type = VarSet
trigger1 = time = 1
v = 48
value = 100

[state 0,0]
type = playsnd
trigger1 = time = 12
value = 5,5
channel = 0

[State -2, HEATafter]
type = null;AfterImage
trigger1 = time = 15
;trigger1 = var(50) = 4
;trigger1 = gametime % 25 = 0
length = 6
PalBright = 0, 0, 0
PalContrast = 75,75,170
PalAdd = 20, 20, -20
PalMul = .85,.85,.85
TimeGap  = 1
FrameGap = 1
;persistent = 25
Trans = add
time = 9999;250
ignorehitpause = 1

[State 1000, effect]
type = Helper
trigger1 = time = 15
helpertype = normal
name = "effects"
postype = p1
pos = 0,0
stateno = 1955
ownpal = 1
keyctrl = 0
id = 1955

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NT,ST,HT,NA,SA,HA,NP,SP,HP
time = 27

[state 0,0]
type = envshake
trigger1 = time = 15
time = 10

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 4

[state 0,0]
type = palfx
trigger1 = time = 15
time = 5
add = 230,230,230
[state 0,0]
type = palfx
trigger1 = time = 20
time = 5
add = 180,180,180
[state 0,0]
type = palfx
trigger1 = time = 25
time = 4
add = 50,50,50

[state 0,0]
type = playsnd
trigger1 = time = 16
value = 30,4

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


[State 240, 1]
type = HitDef
trigger1 = time >= 15
persistent = 0
attr = S, HA
animtype  = heavy
damage    = 1, 1
kill = 0
getpower = 0
givepower = 0
hitflag = MAF
priority = 9, Hit
pausetime = 0,10
guard.pausetime = 1,1
guard.kill = ifelse(var(41) = 1, 0, 1);guard.sparkno = S8003
sparkno =-1
sparkxy = -2,-58
hitsound   = S101,3
guardsound = S10, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3,0
air.velocity = -3,-2
p2stateno = 3501

[State 240, 3]
type = ChangeState
trigger1 = time = 30
value = 1953

[State 1000, timer]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "timer"
postype = p1
pos = 0,0
stateno = 1952
ownpal = 1
keyctrl = 0
id = 1952

;------------------------------------------------
;ブラッドヒート覚醒後、しばらくの間はゲージ減少しない
[Statedef 1952]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = -5
velset = 0,0

[state 0,0]
type = destroyself
trigger1 = time = 80


;---------------------------------------------------
;覚醒 完

[Statedef 1953]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 7408
sprpriority = 2

[State -1, 0]
type = ChangeState
trigger1 = time = 10;time15
value = 0
ctrl = 1

;------------------------------------------------
;ヒート 強制開放
[Statedef 1954]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7407;275
sprpriority = 2
velset = 0,0

[State 5900, 2];ブーストゲージ
type = VarSet
trigger1 = time = 1
v = 48
value = 100

[state 0,0]
type = playsnd
trigger1 = time = 12
value = 5,4
channel = 0

[State 1000, effect]
type = Helper
trigger1 = time = 15
helpertype = normal
name = "effects"
postype = p1
pos = 0,0
stateno = 1955
ownpal = 1
keyctrl = 0
id = 1955

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,NT,ST,HT,NA,SA,HA,NP,SP,HP
time = 27

[state 0,0]
type = envshake
trigger1 = time = 15
time = 10

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 3

[state 0,0]
type = palfx
trigger1 = time = 15
time = 5
add = 230,230,230
[state 0,0]
type = palfx
trigger1 = time = 20
time = 5
add = 180,180,180
[state 0,0]
type = palfx
trigger1 = time = 25
time = 4
add = 50,50,50

[state 0,0]
type = playsnd
trigger1 = time = 16
value = 30,4

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


[State 240, 1]
type = HitDef
trigger1 = time >= 15
persistent = 0
attr = S, HA
animtype  = heavy
damage    = 1, 1
kill = 0
getpower = 0
givepower = 0
hitflag = MAF
priority = 9, Hit
pausetime = 0,10
guard.pausetime = 1,1
guard.kill = ifelse(var(41) = 1, 0, 1);guard.sparkno = S8003
sparkno =-1
sparkxy = -2,-58
hitsound   = S101,3
guardsound = S101, 3
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3,0
air.velocity = -3,-2
p2stateno = 3501

[State 240, 3]
type = ChangeState
trigger1 = time = 30
value = 1953


;------------------------------------------------
;ヒート エフェクトヘルパー
[Statedef 1955]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 0,0

[state 0,0]
type = Playsnd
trigger1 = time = 1
value = 50,6

[State 3000, kemukemu]
type = Explod
trigger1 = time = [1,20]
anim = 7051
removetime = 1
postype = p1
pos = 5,-5
ownpal = 0
sprpriority = 5
ignorehitpause = 1
pausemovetime = 200
scale = 0.2+(time*0.05),0.2+(time*0.04)

[State 3000, dokaa]
type = Explod
trigger1 = time = [1,20]
anim = 7052
removetime = 1
postype = p1
pos = -10,-65
ownpal = 0
sprpriority = 5
ignorehitpause = 1
pausemovetime = 200
scale = 0.4+(time*0.05),0.4+(time*0.05)
[State 3000, dokaa]
type = Explod
trigger1 = time = [1,20]
anim = 7053
removetime = 1
postype = p1
pos = -10,-65
ownpal = 0
sprpriority = 5
ignorehitpause = 1
pausemovetime = 200
scale = 0.4+(time*0.05),0.4+(time*0.05)
[State 3000, kirari]
type = Explod
trigger1 = time = 1
anim = 7054
postype = p1
pos = -8,-76
ownpal = 0
sprpriority = 5
ignorehitpause = 1
pausemovetime = 200

[state 0,0]
type = palfx
trigger1 = time >= 1
time = 1
mul = 240-(time*10),240-(time*10),240-(time*10)

[state 0,0]
type = destroyself
trigger1 = time = 20









;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;カットイン　改　背景
[Statedef 1985]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 0,0


[State 3000, effect]
type = Explod
trigger1 = time = 1
anim = 590
postype = left
pos = 0,0
ownpal = 1
sprpriority = -6
id = 1985
pausemovetime = 100
supermovetime = 100
scale = 0.75,0.6
removetime = 80
bindtime = -1
[State 3000, effect]
type = Explod
trigger1 = time = 1
anim = 592
postype = left
pos = 0,140
ownpal = 1
sprpriority = -5
id = 1985
pausemovetime = 100
supermovetime = 100
scale = 0.75,0.6
removetime = 80
bindtime = -1

[state 0,0]
type =null; BGpalfx
trigger1 = time >= 0
time = 1
add = 140,60,-20
mul = 255-(time*4),255-(time*4),255-(time*4)

[state 0,0]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

[state 0,0]
type = destroyself
trigger1 = time = 80

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;カットイン　AF
[Statedef 1989]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 0,0

[State 3000, hikari]
type = Explod
trigger1 = time = 1
anim = 320
postype = p1
pos = -80,0
ownpal = 1
sprpriority = 5
;id = 7684
scale = 0.5,0.5
pausemovetime = 100
supermovetime = 100
[State 3000, hikari]
type = Explod
trigger1 = time = 1
anim = 320
postype = p1
pos = 80,0
ownpal = 1
sprpriority = 5
;id = 7684
facing = -1
scale = 0.5,0.5
pausemovetime = 100
supermovetime = 100

[State 3000, jimen]
type = Explod
trigger1 = time = 1
anim = 323
postype = p1
pos = 0,0
ownpal = 0
sprpriority = -5
removetime = 80
;id = 7684
scale = 0.5,0.5
pausemovetime = 100
supermovetime = 100

[State 3000, effect]
type = Explod
trigger1 = time >= 1
anim = 321
postype = p1
persistent = 8
pos = 0,-20
random = 180,0
ownpal = 1
sprpriority = 5
scale = 0.5,0.5
pausemovetime = 100
supermovetime = 100
velocity = 0,-4
[State 3000, effect]
type = Explod
trigger1 = time >= 5
anim = 322
postype = p1
persistent = 8
pos = 0,-20
random = 180,0
ownpal = 1
sprpriority = 5
scale = 0.5,0.5
pausemovetime = 100
supermovetime = 100
velocity = 0,-4

[state 0,0]
type = palfx
trigger1 = time <= 10
mul = time*25,time*25,time*25
time = 1
[state 0,0]
type = palfx
trigger1 = time = 70
mul = 130,130,130
time = 5
[state 0,0]
type = palfx
trigger1 = time = 75
mul = 50,50,50
time = 5


[state 0,0]
type = BGpalfx
trigger1 = time <= 24
mul = 252-(time*10),252-(time*10),252-(time*10)
time = 1

[state 0,0]
type = assertspecial
trigger1 = time >= 25
flag = noBG
flag2 = noFG

[state 0,0]
type = destroyself
trigger1 = time = 80


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;カットイン　アルカナエフェクト
[Statedef 1991]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999
sprpriority = 2
velset = 0,0

[State 3000, effect]
type = Explod
trigger1 = time = 1
anim = 360 + parent,var(33)
postype = p1
pos = 0,-65
ownpal = 0
sprpriority = 5
bindtime = -1
removeongethit = 1
scale = 0.5,0.5
pausemovetime = 100
supermovetime = 100
removetime = 30

[state 0,0]
type = palfx
trigger1 = time = 1
time = 2
mul = 180,180,180

[state 0,0]
type = palfx
trigger1 = time = 28
time = 5
mul = 180,180,180

[state 0,0]
type = destroyself
trigger1 = time = 31



;---:::::::::::::::::::::::::::::::::::::::::::::

;---------------------------------------------------------------------------
;カットインarcana
[Statedef 1990]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 12,0

[state 0,0]
type = posadd
trigger1 = time >= 0
y = (10 - screenpos y)

[state 0,0]
type = velset
trigger1 = time = 15
x = 0


[State 3000, Cut in]
type = Explod
trigger1 = time <= 35
anim = 7650+parent,var(33)
;pos = -150,4
ownpal = 1
sprpriority = -5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 2,2;0.75,0.75
[State 3000, Cut in]
type = Explod
trigger1 = time > 35
anim = 7700+parent,var(33)
;pos = -150,4
ownpal = 0
sprpriority = -5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = -1.5+(time*0.1),-1.5+(time*0.1)

[state 0,0]
type = palfx
trigger1 = time > 35
time = 1
mul = 255-(time*4),255-(time*4),255-(time*4)

[state 0,0]
type = destroyself
trigger1 = time = 58
trigger2 = parent,movetype = H

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;カットイン 魔方陣
[Statedef 1992]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 0,0



[State 3000, effect]
type = Explod
trigger1 = time >= 1
anim = 765
postype = p1
pos = 0,0
ownpal = 0
sprpriority = -5
bindtime = -1
removeongethit = 1
scale = 0.5 + (time*0.01),0.5
pausemovetime = 100
supermovetime = 100

[state 0,0]
type = palfx
trigger1 = time >= 0
trigger1 = parent,stateno != 9648
time = 1
mul = 255-(time*10),255-(time*10),255-(time*10)

[state 0,0]
type = palfx
trigger1 = parent,stateno = 9648
trigger1 = time >= 0
time = 1
mul = 255-(time*10),255-(time*10),255-(time*10)

[state 0,0]
type = destroyself
trigger1 = time = 25

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;カットイン itigeki
[Statedef 1993]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 0,0

[state 0,0]
type = posadd
trigger1 = time >= 0
y = (200 - screenpos y)

[state 0,0]
type = velset
trigger1 = time = 12
x = 0

[State 3000, Cut in]
type = Explod
trigger1 = time <= 15
anim = 1410
postype = left
pos = 100,-20
ownpal = 1
sprpriority = -5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.3,0.3
[State 3000, Cut in]
type = Explod
trigger1 = time > 15
anim = 1411
postype = left
pos = 100,-20;130-time*2,10-time*2
ownpal = 0
sprpriority = -5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.3,0.3;0.3+(time*0.01),0.3+(time*0.01)

[state 0,0]
type = palfx
trigger1 = time > 15
time = 1
mul = 255-(time*3),255-(time*3),255-(time*3)

[state 0,0]
type = destroyself
trigger1 = time = 84
trigger2 = parent,movetype = H


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;カットイン アルカナ
[Statedef 1994]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 18,0

[state 0,0]
type = posadd
trigger1 = time >= 0
y = (200 - screenpos y)

[state 0,0]
type = velset
trigger1 = time = 12
x = 0

[State 3000, Cut in]
type = Explod
trigger1 = time <= 15
anim = 7345
pos = 0,40
ownpal = 1
sprpriority = -5
pausemovetime = 100
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.5,0.5
[State 3000, Cut in]
type = Explod
trigger1 = time > 15
anim = 7346
pos = 0,40
ownpal = 0
sprpriority = -5
pausemovetime = 100
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.5,0.5;05,0.05;+(time*0.01)

[state 0,0]
type = palfx
trigger1 = time > 15
time = 1
mul = 255-(time*4),255-(time*4),255-(time*4)

[state 0,0]
type = destroyself
trigger1 = time = 35
trigger2 = parent,movetype = H

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;カットイン メルブラ
[Statedef 1995]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 12,0

[state 0,0]
type = velset
trigger1 = time = 15
x = 0
[state 0,0]
type = velset
trigger1 = time = 35
x = 1

[state 0,0]
type = posadd
trigger1 = time >= 0
y = (240 - screenpos y)

[State 3000, Cut in]
type = Explod
trigger1 = time <= 35
anim = 7345;36
;pos = -150,4
ownpal = 1
sprpriority = -5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.4,0.4
[State 3000, Cut in]
type = Explod
trigger1 = time > 35
anim = 7346;37
;pos = -150,4
ownpal = 0
sprpriority = -5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.05+(time*0.01),0.05+(time*0.01)

[state 0,0]
type = palfx
trigger1 = time > 35
time = 1
mul = 255-(time*4),255-(time*4),255-(time*4)

[state 0,0]
type = destroyself
trigger1 = time = 58
trigger2 = parent,movetype = H


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;北斗演出　縦
[Statedef 1996]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 12,0

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = 0,360

;[state 0,0]
;type = bgpalfx
;trigger1 = 1
;time = 2
;add = 0,0,150
;mul = 100,100,100

[State 3000, Cut in]
type = Explod
trigger1 = numexplod(1997) <= 20
;trigger1 = time <= 55
persistent = 5
anim = 7325
postype = back
pos = var(19),240
vel = 0,-9
ownpal = 1
sprpriority = -5
supermovetime =100
scale = 0.5,0.5
removetime = 65
id = 1997

[state 0,0]
type = destroyself
trigger1 = time >= 58
;trigger1 = parent,stateno != 2010
trigger2 = parent,movetype = H




;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;北斗演出　横
[Statedef 1997]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 12,0

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = 0,240

;[state 0,0]
;type = bgpalfx
;trigger1 = 1
;time = 2
;add = 0,0,150
;mul = 100,100,100

[State 3000, Cut in]
type = Explod
trigger1 = numexplod(1997) <= 20
;trigger1 = time <= 55
persistent = 5
anim = 7324
postype = back
pos = 0,var(19)
vel = 9,0
ownpal = 1
sprpriority = -5
supermovetime =100
scale = 0.5,0.5
removetime = 60
id = 1997

[state 0,0]
type = destroyself
trigger1 = time >= 58
;trigger1 = parent,stateno != 2010
trigger2 = parent,movetype = H


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;カットイン
[Statedef 1998]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 12,0

[state 0,0]
type = velset
trigger1 = time = 15
x = 0
[state 0,0]
type = velset
trigger1 = time = 45
x = 1

[State 3000, Cut in]
type = Explod
trigger1 = time <= 35
anim = 7083
;pos = -150,4
ownpal = 1
sprpriority = -5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.5,0.5
[State 3000, Cut in]
type = Explod
trigger1 = time > 35
anim = 7084
;pos = -150,4
ownpal = 0
sprpriority = -5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.2+(time*0.01),0.2+(time*0.01)

[state 0,0]
type = palfx
trigger1 = time > 35
time = 1
mul = 255-(time*4),255-(time*4),255-(time*4)

[state 0,0]
type = destroyself
trigger1 = time = 58
trigger2 = parent,movetype = H


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;カットイン　hokut
[Statedef 1999]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 12,0

[state 0,0]
type = posadd
trigger1 = time >= 0
y = (200 - screenpos y)

[state 0,0]
type = velmul
trigger1 = time >= 5
x = 0.9

;[state 0,0]
;type = velset
;trigger1 = time = 15
;x = 0
;[state 0,0]
;type = velset
;trigger1 = time = 45
;x = 1

[State 3000, Cut in]
type = Explod
trigger1 = time <= 35
anim = 7322
;pos = -150,4
ownpal = 1
sprpriority = 5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.75,0.75
[State 3000, Cut in]
type = Explod
trigger1 = time > 35
anim = 7323
;pos = -150,4
ownpal = 0
sprpriority = 5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.4+(time*0.01),0.4+(time*0.01)

[state 0,0]
type = palfx
trigger1 = time > 35
time = 1
mul = 255-(time*4),255-(time*4),255-(time*4)

[state 0,0]
type = destroyself
trigger1 = time = 58
trigger2 = parent,movetype = H

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;----------------------------------------------------------------
;ガルフ
[Statedef 2010]
type    = S
movetype= A
physics = N
ctrl = 0
;anim = 7419
sprpriority = 2
velset = 0,0

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0];背景
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "bg"
ID = 1985
stateno = 1985
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 1, 19
channel = 0
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno != 7040
;trigger1 = var(41) = 3
value = 1520

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.58
persistent = 0
ignorehitpause = 1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time = 0
value = SCA
time = 25

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 0
time = 30
movetime = 30
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
scale = 0.5,0.5
removeongethit = 1

[State 210, 3]
type = ChangeState
trigger1 = movecontact;hit
value = 2011
ctrl = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger2 = prevstateno = 7040
;trigger3 = moveguarded
value = 101
ctrl = 0


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = S, HA
damage = 1, 0
getpower = 0
givepower = 50,5
animtype = heavy
guardflag = MA
hitflag = MAFD
numhits = 0
priority = 6, hit
pausetime = 6, 6
guard.pausetime = 7, 11
sparkno = -1
sparkxy = -8, -94
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
;air.hittime  = 8
ground.velocity = 0,0
air.velocity = 0,0
envshake.time = 15
envshake.ampl = 3
;fall = 1
;air.fall = 1
;fall.recover = 0
ground.cornerpush.veloff = 0
guard.slidetime = 11
guard.velocity = -3
;fall.yvelocity = -9
;down.velocity = -5,-8
kill = 0

[state 0,0]
type = velset
trigger1 = time >= 30
x = 7




;----------------------------------------------------------------
;hit乱舞
[Statedef 2011]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
velset = 12,0

[state 0,0]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno != 7040
;trigger1 = var(41) = 3
value = 1521


[state 0,0]
type = velset
trigger1 = 1;time <= 8
x = 3

[State 210, 3]
type = ChangeState
trigger1 = movehit
trigger1 = animelem = 26
value = 9426
ctrl = 0
[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 8, hiteffect]
type = Explod
truggerall = movehit
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 2
trigger2 = animelem = 7
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x) + 14,-15
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 9
scale = 0.7,0.7
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
truggerall = movehit
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 2
trigger2 = animelem = 7
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x) + 14,-15
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 9
scale = 0.7,0.7
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
truggerall = movehit
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 2
trigger2 = animelem = 7
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x) + 14,-15
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
truggerall = movehit
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 2
trigger2 = animelem = 7
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x) + 14,-15
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500


[State 8, hiteffect]
type = Explod
truggerall = movehit
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 12
trigger2 = animelem = 18
trigger3 = animelem = 24
anim = 530 + (random%10)
postype = p1
pos = floor(p2dist x) + 14,-55
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 9
scale = 0.7,0.7
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
truggerall = movehit
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 12
trigger2 = animelem = 18
trigger3 = animelem = 24
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x) + 14,-55
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 9
scale = 0.7,0.7
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
truggerall = movehit
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 12
trigger2 = animelem = 18
trigger3 = animelem = 24
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x) + 14,-55
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
truggerall = movehit
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 12
trigger2 = animelem = 18
trigger3 = animelem = 24
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x) + 14,-55
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
truggerall = movehit
triggerall = var(8) = 0
triggerall = enemy,movetype = H
trigger1 = animelem = 24
anim = 550
random = 10,10
postype = p1
pos = floor(p2dist x) + 14,-55
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 9
scale = 0.6,0.6
removepngethit = 1
id = 500

[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 3
persistent = 0
ignorehitpause = 1

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5)*0.86
persistent = 0
ignorehitpause = 1

[State 200, HitDef1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 7
;persistent =
attr = C, HA
damage = 83, 3
getpower = 0
givepower = 36,9
animtype = medium
guardflag = LA
hitflag = MAFD
priority = 6, hit
pausetime = 2, 9
guard.pausetime = 6, 6
sparkno = -1
sparkxy = -8, -94
hitsound = S101, 31
guardsound = S0, 0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
;air.hittime  = 8
ground.velocity = -3,0
air.velocity = -3,0
envshake.time = 15
envshake.ampl = 3
;fall = 1
;air.fall = 1
fall.recovertime = 20
ground.cornerpush.veloff = 0
guard.slidetime = 11
guard.velocity = -3

[State 200, HitDef1]
type = HitDef
trigger1 = animelem = 12
trigger2 = animelem = 18
;persistent =
attr = S, HA
damage = 83, 3
getpower = 0
givepower = 36,9
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 6, hit
pausetime = 2, 9
guard.pausetime = 6, 6
sparkno = -1
sparkxy = -8, -94
hitsound = S101, 31
guardsound = S0, 0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
;air.hittime  = 8
ground.velocity = -3,0
air.velocity = -3,0
envshake.time = 15
envshake.ampl = 3
;fall = 1
;air.fall = 1
fall.recovertime = 20
ground.cornerpush.veloff = 0
guard.slidetime = 11
guard.velocity = -3

[State 5101, 3]
type = MoveHitReset
trigger1 = animelem = 3;23
trigger2 = animelem = 8;13
trigger3 = animelem = 13;3
trigger4 = animelem = 23;8
persistent = 3
ignorehitpause = 1

[State 200, HitDef1]
type = HitDef
trigger1 = animelem = 24
;persistent =
attr = S, HA
damage = 83, 3
getpower = 0
givepower = 36,9
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 6, hit
pausetime = 12, 14
guard.pausetime = 8, 12
sparkno = -1
sparkxy = -8, -94
hitsound = S101, 32
guardsound = S0, 0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
;air.hittime  = 8
ground.velocity = -3,0
air.velocity = -3,0
envshake.time = 15
envshake.ampl = 3
;fall = 1
;air.fall = 1
fall.recovertime = 20
ground.cornerpush.veloff = 0
guard.slidetime = 11
guard.velocity = -3
p2stateno = 9613

;----------------------------------------------------------------
;無怨hit aite
[Statedef 2002]
type    = A
movetype= H
physics = N
ctrl = 0
;anim = 1533
sprpriority = 2
velset = 0,0

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 1535

[state 0,0]
type = lifeadd
trigger1 = enemy,numhelper(7027) = 0
trigger1 = time = 50
value = ifelse(gethitvar(hitcount)>=2,-130,-170)
[state 0,0]
type = lifeadd
persistent = 0
trigger1 = enemy,numhelper(7027) = 1
value = ifelse(gethitvar(hitcount)>=2,-130,-170)

[state 0,0]
type = velset
trigger1 = time = 56
x = 0
y = -2

[State 210, 3]
type = selfState
trigger1 = time = 57
value = 5050
[State 210, 3]
type = selfState
trigger1 = enemy,numhelper(7027) = 1
value = 5050










;---------------------------------------------------------------------------
;----------------------------------------------------------------
;しまつり…！
[Statedef 2005]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1550
sprpriority = 2
velset = 0,0

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0];背景
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "bg"
ID = 1985
stateno = 1985
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 1, 26
channel = 0
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = animtime = 0
trigger1 = anim != 1551
value = 1551

[state 0,reverse]
type = powerset
trigger1 = time = 0
trigger1 = var(33)=11
trigger1 = fvar(12)=0.1
value = 0
persistent = 0

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.58
persistent = 0
ignorehitpause = 1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time = 0
value = SCA
time = 50

[State 210, 2]
type = PlaySnd
trigger1 = time = 18
value = 20, 0

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 0
time = 93
movetime = 93
pos = -14,-9
ownpal = 1
anim = S8999
sound = -1;S20,0
poweradd = -3000
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = prevstateno != 7040
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5


[State 0,0]
type = Explod
trigger1 = time = 3
anim = 1530
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
bindtime = -1


[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 18
anim = 7048
postype = p1
pos = -26,-88
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
scale = 0.5,0.5
removeongethit = 1





[State 210, 3]
type = ChangeState
trigger1 = time = 120
trigger2 = prevstateno = 7040
;trigger3 = moveguarded
value = 101
ctrl = 0


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = S, HA
damage = 1
getpower = 0
givepower = 5,4
animtype = heavy
hitflag = MAF
priority = 6, hit
pausetime = 1, 1
sparkno = -1;3
sparkxy = -8, -94
hitsound = -1;S1, 21
guardsound = S0, 0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
;air.hittime  = 8
ground.velocity = 0,0
air.velocity = 0,0
envshake.time = 15
envshake.ampl = 3
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.slidetime = 11
guard.velocity = -4
;fall.yvelocity = -9
;down.velocity = -5,-8
kill = 0
p1stateno = 2006
p2stateno = 2007


[State 5, kensen]
type = Explod
trigger1 = prevstateno != 7040
trigger1 = time = [93,120]
anim = 1536
id = 2000
postype = p1
pos = -37,0
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 19
scale = 0.5,0.5
removegethit = 1
bindtime = -1

[State 701, FinishEffect]
type = Explod
trigger1 = movehit
trigger1 = enemy,life = 0
anim = 1503
bindtime = -1
postype = left
pos = -32,0
sprpriority = -7
ownpal = 1
ignorehitpause = 1
scale = 1,1.1
persistent = 0

[state 0,0]
type = velset
trigger1 = anim = 1551
trigger1 = time >= 50
x = 8.5



;----------------------------------------------------------------
;hit kamui
[Statedef 2006]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1553
sprpriority = 2
velset = 13,0

[state 0,0]
type = assertspecial
trigger1 = 1;time >= 50
;flag = nobardisplay
flag = noBG
flag2 = noFG

[State 100, 2]
type = Afterimage
trigger1 = Time = 1
time = 75
length = 3
Trans = Add
PalAdd = 4, 4, 4
FrameGap = 3
palcontrast = 120,120,120


[State 5, kensen1]
type = Explod
trigger1 = time = [1,30]
anim = 1538
postype = p1
pos = 45+floor(time*0.5),-50
ignorehitpause = 1
ownpal = 1
random = 26,26
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 3
scale = 0.6,0.6
removegethit = 1
bindtime = 15

[State 5, kensen2]
type = Explod
trigger1 = time = [80,110]
anim = 1554
postype = p1
pos = -200,-50
ignorehitpause = 1
ownpal = 1
random = 10,10
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 11
scale = 0.5,0.5
velocity = 20,0
[State 5, kensen2]
type = Explod
trigger1 = time = [87,117]
anim = 1552
postype = p1
pos = -200,-100
ignorehitpause = 1
ownpal = 1
random = 10,10
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 11
scale = 0.5,0.5
velocity = 20,0

[State 210, 2]
type = PlaySnd
trigger1 = time = 60
value = 1, 27
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = time = 205
value = 1, 29
channel = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = time <= 13
x = 13

[state 0,0]
type = turn
trigger1 = animtime = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = [130,205]
value = 101,10
persistent = 3
channel = 3
[State 210, 2]
type = PlaySnd
trigger1 = time = 209
value = 101,11
[State 210, 2]
type = PlaySnd
trigger1 = time = 1
value = 1,21

[state 0,0]
type = hitadd
trigger1 = time = [130,209]
value = 1
persistent = 6
[state 0,0]
type = hitadd
trigger1 = time = 210
value = 1

[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = time = 130
anim = 500 + (random%10)
postype = p1
pos = floor(p2dist x) + 14,-55
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.7,0.7
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = time = [130,210]
anim = 510 + (random%10)
postype = p1
pos = floor(p2dist x) + 14,-55
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = time = [130,210]
anim = 520 + (random%10)
postype = p1
pos = floor(p2dist x) + 14,-55
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.7,0.7
random = 22,22
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = time = [130,210]
anim = 560
random = 40,40
postype = p1
pos = floor(p2dist x) + 14,-65
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 6
scale = 0.6,0.6
removepngethit = 1
id = 500


;----------------------------------------------------------------
;無怨hit aite
[Statedef 2007]
type    = A
movetype= H
physics = N
ctrl = 0
;anim = 1533
sprpriority = 2
velset = 0,0

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 1535
[state 0,0]
type = changeanim2
trigger1 = time = 130
value = 1556

[state 0,0]
type = lifeadd
trigger1 = time = 210
value = -480

[state 0,0]
type = velset
trigger1 = time = 211
x = 0
y = -3

[State 210, 3]
type = selfState
trigger1 = time = 212
value = 5050







;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; せいざん
[Statedef 2010]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7409;1
sprpriority = 2
velset = 0,0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 66

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0];背景
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "bg"
ID = 1985
stateno = 1985
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
time = 60
movetime = 60
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = -1000


[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
scale = 0.5,0.5
postype = p1
pos = -33,-75
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1


[State 5, kensen]
type = Explod
triggerall = anim = 1540
trigger1 = animelemtime(4) = 1
anim = 1542
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
;bindtime = -1
id = 2010

[State 5, kensen]
type = removeExplod
trigger1 = movecontact
id = 2010
ignorehitpause = 1

[State 5, kensen]
type = Explod
trigger1 = movehit
anim = 1539
postype = p1
pos = 0,0
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1

[state 0,0]
type = varadd
trigger1 = prevstateno != 7040
trigger1 = time = 0
fv = 13
value = 0.1

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 1, 22
channel = 0
[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 59
value = 1, 23
channel = 0

[state 0,0]
type = playsnd
trigger1 = prevstateno != 7040
trigger1 = time = 58
value = 1, 21

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.80
persistent = 0
ignorehitpause = 1

[state 0,0]
type = null;velset
triggerall = prevstateno != 7040
triggerall = anim != 5040
trigger1 = animelemtime(3) = 1
x = 0
y = 0
[state 0,0]
type = veladd
triggerall = prevstateno != 7040
trigger1 = time = 5
x = 0
y = 0
[state 0,0]
type = veladd
trigger1 = time >= 60
trigger2 = anim = 5040
y = 0.45

[state 0,0]
type = poweradd
trigger1 = time = 0
trigger1 = var(41) = 3
trigger1 = var(33) != 10
value = 50

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1540
[state 0,0]
type = changeanim
trigger1 = prevstateno != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = ChangeState
;trigger1 = animelem != 1
;trigger1 = animelem != 2
trigger1 = time >= 8
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, HA
damage = 190, 9
getpower = 0
givepower = 123,19
animtype = heavy
guardflag = HA
hitflag = MAFD
priority = 2, Hit
pausetime = 33, 33
guard.pausetime = 18, 18
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = 44, -40
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -1.5,9
air.velocity = -1,9
fall = 1
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.5
envshake.time = 25
envshake.ampl = 5
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=38,8,38- floor(fvar(7)))
guard.kill = 0




;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; こだま
[Statedef 2020]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
poweradd = 0
velset = 0,0
[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1548

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 2

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0];背景
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "bg"
ID = 1985
stateno = 1985
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 0
time = 45
movetime = 45
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = -1000

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
scale = 0.5,0.5
postype = p1
pos = -33,-75
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 2
value = 1, 24
channel = 0

[State 5, kensen]
type = Explod
triggerall = anim = 1548
trigger1 = animelemtime(3) = 1
anim = 1545
postype = p1
pos = 6,-5
ignorehitpause = 1
ownpal = 1
sprpriority = 3
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.5,0.5
removegethit = 1
bindtime = -1


[State 0, 0]
type = Helper
;trigger1 = Numhelper(1011) = 0
trigger1 = animelemtime(10) = 2
helpertype = normal
name = "kodama"
ID = 2021
stateno = 2021
postype = p1
pos = -20,0
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 2000
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = S, HA
damage = 60, 6
getpower = 0;ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,180)),ifelse(fvar(12)=0.1,0,ifelse(var(33) = 10,0,80))
givepower = 68,39
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 9, 13
guard.pausetime = 7, 7
sparkno = ifelse(var(8)=0,-1,2);S8000
sparkxy = -24, -70
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,0
air.velocity = -0,-6.2;+(var(7)*0.6)
air.fall = 1
down.velocity = -2,-0.1
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(var(7)>=25,(var(7)*-0.25),-4.5)
fall.recovertime = ifelse(fvar(7)>=37,2,37- floor(fvar(7)))
guard.kill = 0
fall.recover = ifelse(var(54)>=1,0,1)

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


[State 200, AI]
type = ChangeState
trigger1 = time >= 70
trigger1 = var(59) = 1
trigger1 = random >= 10
trigger1 = enemy,movetype = H
trigger1 = p2dist x <= 42
trigger1 = enemy,statetype = A
value = 9212



;---------------------------------------------------------------------------
; こだまヘルパー1停滞
[Statedef 2021]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1546
sprpriority = 5

[State 210, 2]
type = PlaySnd
trigger1 = time >= 5
trigger1 = random >= 960
value = 32, 5
persistent = 20
channel = 1

[state 0,4]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1
[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 210, 3]
type = ChangeState
triggerall = time >= 96;5
trigger1 = parent,command != "holdx"
trigger1 = parent,command != "holdy"
value = 2022

[State 210, 3]
type = ChangeState
trigger1 = parent,movetype = H
value = 2023


;---------------------------------------------------------------------------
; こだまヘルパー発動
[Statedef 2022]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1546
sprpriority = 4
poweradd = 0

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 1, 25

[state 0,0]
type = velset
trigger1 = time >= 4
x = 6.6
[state 0,4]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1
[State 210, 3]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

[State 8, hiteffect]
type = Explod
triggerall = parent,var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 500 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = parent,var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 510 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = parent,var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 520 + (random%10)
postype = p1
pos = 20,-60
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500
[State 8, hiteffect]
type = Explod
triggerall = var(8) = 0
trigger1 = enemy,movetype = H
trigger1 = movehit
anim = 560
random = 10,10
postype = p1
pos = floor(p2dist x),-66
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0
scale = 0.6,0.6
removepngethit = 1
id = 500

[State 200, HitDef]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = A, HP
damage = 110, 10
getpower = 0
givepower = 98,40
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 5, 12
guard.pausetime = 5, 7
sparkno = ifelse(parent,var(8)=0,-1,2);S8000
sparkxy = -24, -60
hitsound = S101, 11
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.8,0
air.velocity = -2.8,-5;+(var(7)*0.6)
air.fall = 1
down.velocity = -3,-0.2
guard.velocity = -2.2
envshake.time = 15
envshake.ampl = 2
fall.yvelocity = ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = ifelse(parent,fvar(7)>=37,1,37- parent,floor(fvar(7)))
guard.kill = 0

[State 210, 3]
type = ChangeState
trigger1 = parent,movetype = H
trigger2 = movecontact
trigger3 = time >= 200
value = 2023


;---------------------------------------------------------------------------
; こだまヘルパー1終了
[Statedef 2023]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1547
sprpriority = 5

[state 0,4]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1
[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = animtime = 0










;----------------------------------------------------------------
;お札設置EX
[Statedef 2010]
type    = S
movetype= I
physics = S
ctrl = 0
;anim = 7419
sprpriority = 2

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 5, 9
channel = 0
ignorehitpause = 1

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno != 7040
;trigger1 = var(41) = 3
value = 1216

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
time = 40
movetime = 40
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = -1000
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = prevstateno != 7040
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7049
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[State 0, 0]
type = Helper
trigger1 = animelemtime(10) = 1
helpertype = normal
name = "ohuda"
ID = 2011
stateno = 2011
postype = p1
pos = 35,-62
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 2000
pausemovetime = 2000

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 55
trigger1 = power >= 1000
trigger1 = command = "236xy"
value = 2014
ctrl = 1

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = power >= 1100
trigger1 = random >= 920
trigger1 = time >= 55
trigger1 = power >= 1000
trigger1 = enemy,life > 0
value = 2014

;---------------------------------------------------------------------------
;  ふだ　ほんたい
[Statedef 2011]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1158
sprpriority = 4
velset = 4.8,0

[state 0,0]
type = velset
trigger1 = parent,command = "holdfwd"
x = 6.3
[state 0,0]
type = velset
trigger1 = parent,command = "holdback"
x = 3.6
[state 0,0]
type = velset
trigger1 = parent,command != "holdfwd"
trigger1 = parent,command != "holdback"
x = 4.8

[state 0,0]
type = velset
trigger1 = parent,command = "holdup"
y = -2.2
[state 0,0]
type = velset
trigger1 = pos y <= 10
trigger1 = parent,command = "holddown"
y = 2.2
[state 0,0]
type = velset
trigger1 = parent,command != "holdup"
trigger1 = parent,command != "holddown"
trigger2 = pos y > 10
trigger2 = parent,command = "holddown"
y = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 40
trigger2 = pos y >= 10
value = 2012

[state 0,sousai]
type = reversaldef
trigger1 = 1
Reversal.Attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 0,5
hitsound = S32,5
numhits = 0
sparkno = -1
sparkxy = -20,5
p1stateno = 2019

;---------------------------------------------------------------------------
;  ふだ　ほんたい2
[Statedef 2012]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1218;59
sprpriority = 4
velset = 0,0

[State 210, 3]
type = null;ChangeState
trigger1 = time >= 2
trigger1 = p2dist x = [-50,50]
value = 2013

[state 0,destroy]
type = changestate;destroyself
trigger1 = time = 200;animtime = 0
value = 2019

[State 0, 0]
type = Helper
triggerall = Numhelper(2013) = 0
trigger1 = time >= 2
trigger1 = p2dist x = [-35,35]
helpertype = normal
name = "hansya"
ID = 2013
stateno = 2013
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
persistent = 30
supermovetime = 2000
pausemovetime = 2000
size.xscale = 1.5
size.yscale = 1.5

[state 0,sousai]
type = reversaldef
trigger1 = 1
Reversal.Attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 0,5
hitsound = S32,5
numhits = 0
sparkno = -1
sparkxy = -20,5
p1stateno = 2019

;---------------------------------------------------------------------------
;  ふだ　消える
[Statedef 2019]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 0,0
[state 0,0]
type = palfx
trigger1 = time >= 1
add = var(15),var(16),var(17)
time = 1

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 1034
trigger1 = time = 0
anim = 1220
postype = p1
pos = 0,0
sprpriority = 0
supermovetime =100
pausemovetime = 100
bindtime = -1
scale = 0.5,0.5
[State 3000, effect]
type = null;Explod
persistent = 0
trigger1 = time = 0
anim = 7822
postype = p1
pos = 3,-4
sprpriority = 1
supermovetime =100
pausemovetime = 100
bindtime = -1
scale = 0.5,0.5

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 17
range = -50,90
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 16
range = 0,205
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 15
range = 0,205
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 18
range = -5,5
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = -14,-3

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 20
range = 2,6

[State 701, Effect]
type = Explod
trigger1 = Time = [0,10]
anim = 1550
postype = p1
pos = 0,0
random = 10,40
sprpriority = 5
ownpal = 0
removetime = 20
ignorehitpause = 1
removeongethit = 1
scale = var(20)*0.01,var(20)*0.01
vel = var(18)*0.5,var(19)*0.5

[state 0,destroy]
type = destroyself
trigger1 = time = 11



;---------------------------------------------------------------------------
;  ふだ　ほんたい3
[Statedef 2013]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1217
sprpriority = 4
velset = 0,0

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 0
anim = 1220
postype = p1
pos = 0,0
sprpriority = 4
supermovetime =100
pausemovetime = 100
bindtime = -1
scale = 0.5,0.5

[State 200, HitDef]
type = HitDef
trigger1 = time >= 2
persistent = 5
attr = A, HP
damage = 5, 3
getpower = 0;ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,40)),ifelse(parent,fvar(12)=0.1,0,ifelse(var(33) = 10,0,10))
givepower = 13,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 2, 1
guard.pausetime = 3, 5
sparkno = -1;2;S8000
sparkxy = -10, -1
hitsound = S101, 2
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 10,0
air.velocity = 10,-3.8
fall = 1
air.fall = 1
guard.velocity = 5.5
;envshake.time = 15
;envshake.ampl = 3
fall.yvelocity = -2;ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = 40;ifelse(parent,fvar(7)>=39,1,39- floor(parent,fvar(7)))
guard.kill = 0
;fall.recover = ifelse(parent,var(54)>=1,0,1)
;palfx.add = 70,20,0
;palfx.time = 15

[state 0,destroy]
type = destroyself
trigger1 = animtime = 0

[State 701, FinishEffect]
type = Explod
trigger1 = movehit
trigger1 = enemy,life = 0
anim = 1503
bindtime = -1
postype = left
pos = -32,0
sprpriority = -7
ownpal = 1
ignorehitpause = 1
scale = 1,1.1
persistent = 0

;----------------------------------------------------------------
;お札設置EX2
[Statedef 2014]
type    = S
movetype= I
physics = S
ctrl = 0
;anim = 7419
sprpriority = 2

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 5, 7
channel = 0
ignorehitpause = 1

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno != 7040
;trigger1 = var(41) = 3
value = 1219

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
time = 35
movetime = 35
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = -1000
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = prevstateno != 7040
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7049
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[State 0, 0]
type = Helper
trigger1 = animelemtime(3) = 1
helpertype = normal
name = "ohuda"
ID = 2011
stateno = 2015
postype = p1
pos = 55,-55
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 2000
pausemovetime = 2000

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;  ふだ　ほんたいB
[Statedef 2015]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1218;59
sprpriority = 4
velset = 0,0

[state 0,sousai]
type = reversaldef
trigger1 = 1
Reversal.Attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 0,5
hitsound = S32,5
numhits = 0
sparkno = -1
sparkxy = -20,5
p1stateno = 2019

[State 210, 3]
type = null;ChangeState
trigger1 = time >= 2
trigger1 = p2dist x = [-50,50]
value = 2013

[state 0,destroy]
type = changestate;destroyself
trigger1 = time = 280;animtime = 0
value = 2019

[State 0, 0]
type = Helper
triggerall = Numhelper(2016) = 0
trigger1 = time >= 2
trigger1 = p2dist x = [-35,35]
helpertype = normal
name = "hansya"
ID = 2016
stateno = 2016
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
persistent = 30
supermovetime = 2000
pausemovetime = 2000
size.xscale = 1.5
size.yscale = 1.5

;---------------------------------------------------------------------------
;  ふだ　ほんたいB2
[Statedef 2016]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1217
sprpriority = 4
velset = 0,0

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 0
anim = 1220
postype = p1
pos = 0,0
sprpriority = 4
supermovetime =100
pausemovetime = 100
bindtime = -1
scale = 0.5,0.5

[State 200, HitDef]
type = HitDef
trigger1 = time >= 2
persistent = 5
attr = A, HP
damage = 5, 3
getpower = 0;ifelse(parent,fvar(12)=0.1,0,ifelse(parent,var(33) = 10,0,40)),ifelse(parent,fvar(12)=0.1,0,ifelse(var(33) = 10,0,10))
givepower = 13,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 2, 1
guard.pausetime = 3, 5
sparkno = -1;2;S8000
sparkxy = -10, -1
hitsound = S101, 2
guardsound = S0, 0
ground.type = high;trip
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -10,0
air.velocity = -10,-3.8
fall = 1
air.fall = 1
guard.velocity = 5.5
;envshake.time = 15
;envshake.ampl = 3
fall.yvelocity = -2;ifelse(parent,var(7)>=25,(parent,var(7)*-0.25),-4.5)
fall.recovertime = 40;ifelse(parent,fvar(7)>=39,1,39- floor(parent,fvar(7)))
guard.kill = 0
;fall.recover = ifelse(parent,var(54)>=1,0,1)
;palfx.add = 70,20,0
;palfx.time = 15

[state 0,destroy]
type = destroyself
trigger1 = animtime = 0

[State 701, FinishEffect]
type = Explod
trigger1 = movehit
trigger1 = enemy,life = 0
anim = 1503
bindtime = -1
postype = left
pos = -32,0
sprpriority = -7
ownpal = 1
ignorehitpause = 1
scale = 1,1.1
persistent = 0

;---------------------------------------------------------------------------
;  ふだ　ほんたい yarare
[Statedef 2017]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1618
sprpriority = 4
velset = 0,0

[state 0,destroy]
type = destroyself
trigger1 = animtime = 0





;五大五輪
;----------------------------------------------------------------
[Statedef 2030]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[State 0, critical]
type = Explod
trigger1 = prevstateno != 7040
trigger1 = time <= 42
anim = 7624
postype = left
pos = 154,115
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
scale = 1 + (time*0.06),1 + (time*0.06)
supermovetime = 999
pausemovetime = 999

[state 0,0]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno != 7040
value = 1221

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 5, 19
channel = 0
ignorehitpause = 1

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 3
time = 40
movetime = 40
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = -5000
[State 0, 0]
type = Helper
;triggerall = var(41) = 2
trigger1 = time = 7
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 7
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1991
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 7
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994;9
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 0, 0]
type = Explod
trigger1 = prevstateno != 1051
trigger1 = animelemtime(3) = 1
postype = p1
pos = 0,0
anim = 7766
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4

[state 0,0]
type = velset
trigger1 = animelemtime(3) = 1
x = 5

[state 0,0]
type = velmul
trigger1 = time >= 72
x = 0.8


[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = S, HT
damage = 5, 5
getpower = 0
givepower = 18,9
animtype = heavy
guardflag = M
hitflag = M
priority = 5, hit
pausetime = 1, 1
guard.pausetime = 1, 1
sparkno = 3
sparkxy = -8, -54
hitsound = -1;S60, 4
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
;air.hittime  = 8
kill = 0
ground.velocity = -3,-7.6
air.velocity = -4.4,-8
fall = 1
envshake.time = 10
envshake.ampl = 2
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.kill = 0
guard.slidetime = 5
guard.velocity = -5
down.velocity = -3,-1
p1stateno = 2031
p2stateno = 2032

;----------------------------------------------------------------
;自分
[Statedef 2031]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0
anim = 1222

[State 4, blood]
type = Explod
trigger1 = animelem = 3
anim = 1181
postype = p2
pos = 0,-59
random = 20,20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0

[state 0,0]
type = playsnd
trigger1 = animelem = 3
value = 60, 4

[state 0,0]
type = targetbind
trigger1 = time = 0
pos = 32,0

[state 0,0]
type = hitadd
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 13
value = 1

[state 0,0]
type = playsnd
trigger1 = animelem = 3
value = 101, 5

[state 0,0]
type = envshake
trigger1 = animelem = 5
trigger2 = animelem = 13
time = 20
ampl = 5

[state 0,0]
type = playsnd
trigger1 = animelem = 5
value = 31, 0

[state 0,0]
type = playsnd
trigger1 = time = 77
value = 31, 3

[State 210, 3]
type = null;ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 0,0]
type = Allpalfx
trigger1 = time = 77
time = 50
add = 0,20,100
;mul = 120,120,120

[state 0,0]
type = varset
trigger1 = time = 1
v = 17
value = 0
[state 0,0]
type = varadd
trigger1 = time = [77,100]
v = 17
value = 1
[state 0,0]
type = varrandom
trigger1 = time = [77,100]
v = 19
range = 0,9
[state 0,0]
type = varrandom
trigger1 = time = [77,100]
v = 18
range = -10,10

[state 0,0]
type = pause
trigger1 = time = [90,130]
persistent = 3
time = 2
movetime = 2

[State 3000, watar]
type = Explod
trigger1 = random >= 600
trigger1 = time = [78,100]
anim = 1224
postype = back
pos = 120,250
random = 300,0
sprpriority = 5
supermovetime =1000
pausemovetime = 1000
velocity = 0,-2.6 + (var(18)*0.1)
scale = 0.5 * (var(19)*0.1),0.5 * (var(19)*0.1)
removetime = 120

[State 3000, watar]
type = Explod
;persistent = 0
trigger1 = time = [78,100]
anim = 1225
postype = back
pos = 0,250
sprpriority = 1
supermovetime =1000
pausemovetime = 1000
scale = 2,0 + (var(17)*0.05)
removetime = 1
bindtime = -1
[State 3000, watar]
type = Explod
persistent = 0
trigger1 = time = 101
anim = 1225
postype = back
pos = 0,250
sprpriority = 1
supermovetime =1000
pausemovetime = 1000
scale = 2,3
removetime = 29;-1
bindtime = -1

[state 0,0]
type = playsnd
trigger1 = time = 90
value = 32, 17

[State 3000, watar]
type = Explod
persistent = 0
trigger1 = time = 90
anim = 1226
postype = p2
pos = 0,78
sprpriority = 5
supermovetime =1000
pausemovetime = 1000
scale = 1,1


[State 0, 0]
type = Helper
trigger1 = animelem = 10
helpertype = normal
name = "huda"
ID = 2034
stateno = 2034
postype = p1
pos = 33,-70
keyctrl = 0
ownpal = 1
pausemovetime = 1200
supermovetime = 1200


[state 0,0]
type = velset
trigger1 = animelem = 9
x = 0.2
y = -4.5
[state 0,0]
type = velset
trigger1 = animelem = 13
x = 0.5
y = -6.5
[state 0,0]
type = veladd
trigger1 = time = [100,145]
y = 0.45
[state 0,0]
type = velset
trigger1 = animelem = 17
x = 0
y = 0
[state 0,0]
type = posset
trigger1 = animelem = 17
y = 0
[State 3000, effect]
type = Explod
trigger1 = animelem = 13
anim = 7631
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
persistent = 0
bindtime = -1
scale = 1.5,1.5
ignorehitpause = 1

[State 4, blood]
type = Explod
trigger1 = animelem = 13
anim = 1181
postype = p2
pos = 0,-59
random = 20,20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0

[state 0,0]
type = playsnd
trigger1 = animelem = 13
value = 60, 4
[state 0,0]
type = playsnd
trigger1 = animelem = 13
value = 32, 13

[state 0,0]
type = changestate
;trigger1 = time >= 150
trigger1 = enemy,stateno = 2035
value = 2036

[state 0,0]
type = changestate
trigger1 = time >= 140
trigger1 = Numhelper(2034) = 0
value = 0
ctrl = 1

;----------------------------------------------------------------
;相手
[Statedef 2032]
type    = S
movetype= H
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0

[State 210, 3]
type = Changeanim2
trigger1 = time = 0
value = 1223

[state 0,0]
type = changestate
trigger1 = time = 50
value = 2033


[state 0,0]
type = screenbound
trigger1 = 1
value = 0


;----------------------------------------------------------------
;相手
[Statedef 2033]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = -1
velset = -1.2,-12
anim = 5050

[state 0,0]
type = screenbound
trigger1 = 1
value = 0

[state 0,0]
type = veladd
trigger1 = time <= 39
y = 0.45
[state 0,0]
type = veladd
trigger1 = time >= 40
y = 0.15
[state 0,0]
type = veladd
trigger1 = time = 40
y = -3

[State 210, 3]
type = selfstate
trigger1 = pos y >= 0
trigger1 = time >= 10
value = 5050

[state 0,0]
type = veladd
trigger1 = time = 52
x = 3
y = -8
[state -2,0];火
type = palfx
trigger1 = time = 52
time = 20
ignorehitpause = 1
add = 60,30,0
mul = 200,200,200
sinadd = 100,10,10,4



;----------------------------------------------------------------
;ふだ　風
[Statedef 2034]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 4
velset = 1,-4
anim = 1227

[state 0,0]
type = velset
trigger1 = time = 12
x = 0
y = 0

[state 0,0]
type = playsnd
trigger1 = animelem = 7
value = 32, 10
[state 0,0]
type = playsnd
trigger1 = animelem = 6
value = 32, 12

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 1
persistent = 0
attr = A, HT
damage = 45, 3
getpower = 0
givepower = 18,9
animtype = heavy
hitflag = MAF
priority = 6, hit
pausetime = 1, 1
guard.pausetime = 1, 1
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 13
;air.hittime  = 8
ground.velocity = -4,-13.6
air.velocity = -4,-13
fall = 1
kill = 0
envshake.time = 20
envshake.ampl = 3
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.kill = 0;ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -8
p2stateno = 2035

[state 0,10]
type = destroyself
trigger1 = animtime = 0
trigger2 = parent,movetype = H

;----------------------------------------------------------------
;相手 ふっとび
[Statedef 2035]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = -1
velset = 0,-12
anim = 5050
[state 0,0]
type = screenbound
trigger1 = 1
value = 0
[State 3900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[state 0,0]
type = velset
trigger1 = time = 50
x = 0
y = 0

[state 2, l]
type = palfx
trigger1 = time = 120
time = 280
mul = 0,0,0


[state 0,0]
type = assertspecial
trigger1 = time = [70,119]
trigger2 = time = [200,220]
flag = invisible
ignorehitpause = 1

[State 210, 3]
type = Changeanim
trigger1 = time >= 80
value = 5011
[State 2, HEATafter]
type = null;AfterImage
trigger1 = time = 80;65
length = 10
;PalBright = 0, 0, 0
;PalContrast = 0,0,0
;PalAdd = 0, 0, 0
;PalMul = 0,0,0
TimeGap  = 1
FrameGap = 1
;persistent = 25
Trans = none
palcolor = 0
time = 100;250
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = time = 120
x = 0
y = 0
[state 0,0]
type = velset
trigger1 = time = 220
x = -0.2
y = 0
[state 0,0]
type = posadd
trigger1 = time = 220
x = -50
[State 0, ue]
type = Explod
trigger1 = time = [220,330]
anim = 5011
ownpal = 0
postype = p1
pos = 20 + floor(time*0.5),0;-110 + floor(time*0.5)
sprpriority = -1
removetime = 1
;bindtime = 
pausemovetime = 100
supermovetime = 100
scale = const(size.xscale),const(size.yscale)
[State 0, sita]
type = null;Explod
trigger1 = time = [220,300]
anim = 5011
ownpal = 0
postype = p1
pos = 0,0
sprpriority = 2
removetime = 1
bindtime = -1
pausemovetime = 100
supermovetime = 100
scale = const(size.xscale),const(size.yscale)

[State 210, 3]
type = lifeset
trigger1 = time = 399
value = 0

[State 210, 3]
type = posadd
trigger1 = time = 399
x = 65
[State 210, 3]
type = selfstate
;trigger1 = life > 0
trigger1 = time >= 400
value = 5050

;----------------------------------------------------------------
;自分　
[Statedef 2036]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 5
velset = 0,0

[State 210, 3]
type = Changeanim
trigger1 = time = 25
value = 41

[state 0,0]
type = velset
trigger1 = time = 25
y = -15

[state 0,0]
type = screenbound
trigger1 = time >= 120
value = 0

[state 2, l]
type = Allpalfx
trigger1 = time <= 50
time = 1
mul = 255 - (time*5),255 - (time*5),255 - (time*5)
[state 2, l]
type = Allpalfx
trigger1 = time = [51,69]
time = 1
mul = 0,0,0
;[state 2, l]
;type = palfx
;trigger1 = time = [70,120]
;time = 1
;mul = -350 + (time*5),-350 + (time*5),-350 + (time*5)
;[state 2, l]
;type = BGpalfx
;trigger1 = time = [70,120]
;time = 1
;mul = -350 + (time*5),-350 + (time*5),-350 + (time*5)
[state 2, l]
type = palfx
trigger1 = time = [70,120]
time = 1
mul = 0,0,0
[state 2, l]
type = BGpalfx
trigger1 = time = [70,120]
time = 1
mul = 0,0,0
[state 2, l]
type = BGpalfx
trigger1 = time = 120
time = 100
add = 255,255,255
[state 2, l]
type = palfx
trigger1 = time = 120
time = 280
mul = 0,0,0

[state 0,0]
type = velset
trigger1 = time = 65
y = 0
[state 0,0]
type = velset
trigger1 = time = 120
x = 2
y = -0.4
[state 0,0]
type = velset
trigger1 = time = 150
x = 10
y = -1.9

[state 2, l]
type = Allpalfx
trigger1 = time = [150,200]
time = 1
mul = 400 - (time*2),400 - (time*2),400 - (time*2)
[state 2, l]
type = BGpalfx
trigger1 = time = [200,220]
;trigger2 = time = [330,400]
time = 1
mul = 0,0,0
[state 2, l]
type = envcolor
trigger1 = time = [220,330]
value = 255,0,0
under = 1
[state 2, l]
type = Allpalfx
trigger1 = time = [280,330]
time = 1
mul = 1650 - (time*5),1650 - (time*5),1650 - (time*5)
[state 2, l]
type = Allpalfx
trigger1 = time = [330,400]
time = 1
mul = 0,0,0

[state 0,0]
type = playsnd
trigger1 = time = 150
value =60,3
[state 0,0]
type = playsnd
trigger1 = time = 151
value =32,8

[State 0, ti]
type = Explod
trigger1 = time = 150
anim = 1181
ownpal = 0
postype = p1
pos = -10,-55
sprpriority = 5
;bindtime = -1
pausemovetime = 100
supermovetime = 100
scale = 1,1

[State 0, ti]
type = Explod
trigger1 = time = 152
anim = 1246
ownpal = 1
postype = p1
ontop = 1
facing = -1
pos = 70,-59
sprpriority = 5
;bindtime = -1
pausemovetime = 100
supermovetime = 100
scale = 1,1

[State 0, ti]
type = Explod
trigggerall = Numexplod(5) <= 8
trigger1 = random >= 920
trigger1 = time = [220,310]
anim = 1182
id = 5
ownpal = 0
postype = p2
pos = 0,-55
random = 20,10
sprpriority = 5
;bindtime = -1
pausemovetime = 100
supermovetime = 100
[State 0, ti]
type = Explod
trigggerall = Numexplod(5) <= 8
trigger1 = random >= 920
trigger1 = time = [222,310]
anim = 1182
id = 5
ownpal = 0
postype = p2
pos = 0,-55
facing = -1
random = 18,10
sprpriority = 5
;bindtime = -1
pausemovetime = 100
supermovetime = 100

[State 0, ti2]
type = Explod
trigggerall = Numexplod(6) <= 8
trigger1 = random >= 890
trigger1 = time = [220,310]
anim = 1182
id = 6
ownpal = 0
postype = p2
pos = 20 + floor(time*0.5),-40;-110 + floor(time*0.5)
random = 18,14
sprpriority = 5
;bindtime = -1
pausemovetime = 100
supermovetime = 100
[State 0, ti2]
type = Explod
trigggerall = Numexplod(6) <= 8
trigger1 = random >= 890
trigger1 = time = [220,310]
anim = 1182
id = 6
ownpal = 0
postype = p2
pos = 20 + floor(time*0.5),-40;-110 + floor(time*0.5)
random = 18,14
sprpriority = 5
;bindtime = -1
facing = -1
pausemovetime = 100
supermovetime = 100

[state 0,0]
type = posadd
trigger1 = time = 65
x = -50;backedgedist * -1
[state 0,0]
type = posset
trigger1 = time = 65
y = -250

[state 0,0]
type = targetbind
trigger1 = time = [65,80]
pos = 50,-30


[State 210, 3]
type = Changeanim
trigger1 = time = 120
value = 1228

[state 0,0]
type = playsnd
trigger1 = time = 220
value =101,15
[state 0,0]
type = playsnd
trigger1 = random >= 500
trigger1 = time = [220,320]
value =101,14
persistent = 7

[State 0, white]
type = Explod
trigger1 = time = 220
anim = 1229
ownpal = 1
postype = p2
pos = -280,-45
sprpriority = 0
removetime = 180
;bindtime = -1
pausemovetime = 100
supermovetime = 100
scale = 2,1
[State 0, white]
type = Explod
trigger1 = time = 220
anim = 1230
ownpal = 1
postype = p2
pos = 360,-45
sprpriority = 3
removetime = 180
;bindtime = -1
pausemovetime = 100
supermovetime = 100
scale = 2,1

[State 210, 3]
type = Changeanim
trigger1 = time = 390
value = 1232
[State 210, 3]
type = Changestate
trigger1 = time = 400
value = 2037
ctrl = 0
[state -2]
type = varset
trigger1 = 1
v = 28
value = ceil(p2dist x)


;----------------------------------------------------------------
;自分　終了
[Statedef 2037]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 5
velset = 0,0
anim = 1245

[State 210, 2]
type = PlaySnd
trigger1 = time = 90
trigger1 = enemy,life = 0
value = 5, 18
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 90
trigger1 = random >= 500
trigger1 = enemy,life = 0
value = 5, 20
channel = 0

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

[state 0,0]
type = assertspecial
trigger1 = 1
flag = nobardisplay

[State 0, tinoame]
type = Explod
trigggerall = Numexplod(5) <= 17
trigger1 = random >= 930
trigger1 = time = [0,110]
anim = 1182
id = 5
ownpal = 1
postype = p1
pos = 0,-310
random = 300,40
sprpriority = 3
velocity = 0,11
pausemovetime = 100
supermovetime = 100
scale = 0.14,0.25
removetime = 30

[State 0, tinoame]
type = Explod
trigggerall = Numexplod(6) <= 12
trigger1 = random >= 950
trigger1 = time = [0,115]
;persistent = 20
anim = 1233 + (random % 10)
id = 6
ownpal = 1
postype = p1
pos = 0,4
random = 280,4
sprpriority = -5
[State 0, tinoame]
type = Explod
trigger1 = random >= 550
trigger1 = time = [70,76]
;persistent = 20
anim = 1233 + (random % 10)
ownpal = 1
postype = p1
pos = -20,4
random = 120,4
sprpriority = -5

[State 0, t]
type = Explod
persistent = 0
trigger1 = time >= 70
;trigger1 = enemy,stateno = 5150
;trigger1 = p2dist y = [-10,10]
postype = p1
pos = var(28),0
anim = 1370
ownpal = 1
sprpriority = -5
bindtime = 10
;scale = 0.5,0.5
removetime = 999

[State 210, 3]
type = Changestate
trigger1 = time = 120
value = 0
ctrl = 1




;----------------------------------------------------------------
;粘土の威光
[Statedef 2040]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7419
sprpriority = 2

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 5, 15
channel = 0
ignorehitpause = 1

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno != 7040
;trigger1 = var(41) = 3
value = 1400

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.58
persistent = 0
ignorehitpause = 1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time = 0
value = SCA
time = 50

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
time = 40
movetime = 40
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7049
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1


[State 210, 3]
type = ChangeState
trigger1 = time >= 42
value = 2048
ctrl = 0

[State 210, 3]
type = ChangeState
trigger1 = time >= 150
value = 0
ctrl = 1
[State 210, 3]
type = ChangeState
triggerall = Numhelper(1001) = 1
trigger1 = helper(1001),stateno = 2044
value = 2049
ctrl = 0


;----------------------------------------------------------------
;自分
[Statedef 2048]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2

[State 210, 3]
type = ChangeState
trigger1 = time >= 138
value = 0
ctrl = 1
[State 210, 3]
type = ChangeState
triggerall = Numhelper(1001) = 1
trigger1 = helper(1001),stateno = 2044
value = 2049
ctrl = 0
[State 210, 3]
type = ChangeState
triggerall = time >= 20
triggerall = Numhelper(1001) = 1
trigger1 = helper(1001),stateno != [2041,2049]
value = 0
ctrl = 1

;----------------------------------------------------------------
;自分
[Statedef 2049]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 9999
sprpriority = 2

[state 0,0]
type = posset
trigger1 = time = 0
y = 0
[state 0,0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = enemy,movetype != H
trigger2 = enemy,stateno = 9300
trigger3 = time = 300
value = 52
ctrl = 1

[state 0,0]
type = screenbound
trigger1 = 1
value = 0


;---------------------------------------------------------------------------
;  本体 
[Statedef 2041]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1401
sprpriority = 2
velset = 8,0
[State 0,nendo]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA,AA,AP
stateno = 1007
IgnoreHitPause = 1

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

[state 0,0]
type = velset
trigger1 = frontedgedist <= -10
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 50
trigger2 = time >= 10
trigger2 = frontedgedist <= -10
value = 1003

[State 0, effect]
type = Explod
trigger1 = time = 8
anim = 1429
postype = p1
pos = 0,-20
scale = 1.5,1.5
ownpal = 1
sprpriority = 5
bindtime = -1
pausemovetime = 120
scale = 1,1
ignorehitpause = 1
persistent = 0

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, HA
damage = 5, 2
kill = 0
getpower = 0
givepower = 18,9
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 1, miss
pausetime = 8, 9
guard.pausetime = 6, 5
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 13
;air.hittime  = 8
ground.velocity = -4,-8.6
air.velocity = -4.4,-7
fall = 1
envshake.time = 20
envshake.ampl = 3
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.kill = 0;ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -8
p1stateno = 2042
p2stateno = 2043







;---------------------------------------------------------------------------
;  本体 ヒット
[Statedef 2042]
type    = A
movetype= I
physics = S
ctrl = 0
;anim = 1401
sprpriority = 2
velset = 0,0

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = enemy,facing = facing

[State 0, 0]
type = Helper
trigger1 = time = 51
trigger2 = time = 74
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1996
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 2, l]
type = Allpalfx
trigger1 = time < 50
time = 1
mul = 255-(time*5),255-(time*5),255-(time*5)
[state 2, l]
type = Allpalfx
trigger1 = time >= 50
time = 1
mul = 0,0,0

[State 210, 3]
type = ChangeState
trigger1 = time = 100
value = 2044

[state 0,0]
type = assertspecial
trigger1 = time >= 50
flag = nobardisplay
flag2 = noBG
flag3 = noFG

[State 210, 3]
type = Changeanim
trigger1 = time >= 50
value = 9999

[state 0,0]
type = posset
trigger1 = time = 51
y = -220

[state 0,0]
type = targetbind
trigger1 = time >= 51
pos = 0,0;35,-46;10,18

[state 0,0]
type = destroyself
trigger1 = enemy,stateno != 2043

;---------------------------------------------------------------------------
;  本体 ヒット2
[Statedef 2044]
type    = A
movetype= I
physics = S
ctrl = 0
;anim = 1401
sprpriority = 2
velset = 0,0

[state 0,0]
type = targetbind
trigger1 = time = 1
pos = 0,180

[state 2, l]
type = BGpalfx
trigger1 = time <= 99
time = 1
mul = 0,0,0

[state 2, l]
type = Allpalfx
trigger1 = time = [100,124]
time = 1
add = -1000 + (time*10),-1000 + (time*10),-500 + (time*5)
[state 2, l]
type = Allpalfx
trigger1 = time = [125,150]
time = 1
add = 255,255,-500 + (time*5)
[state 2, l]
type = Allpalfx
trigger1 = time = [125,150]
time = 1
add = 255,255,255
[state 2, l]
type = Allpalfx
trigger1 = time >=150
time = 1
add = 255,255,255



[state 0,0]
type = assertspecial
trigger1 = 1;time >= 50
flag = nobardisplay
flag2 = noBG
flag3 = noFG

[State 0, me]
type = Explod
trigger1 = time = 100
anim = 1402
ownpal = 1
postype = left
pos = -5,0
sprpriority = -1
bindtime = -1
pausemovetime = 100
supermovetime = 100
scale = 0.6,0.6

[state 0,0]
type = playsnd
trigger1 = time = 100
value = 32, 8

[State 210, 3]
type = ChangeState
trigger1 = time = 180
value = 2045

;---------------------------------------------------------------------------
;  本体 ヒット3
[Statedef 2045]
type    = A
movetype= I
physics = S
ctrl = 0
;anim = 1401
sprpriority = 2
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = time = 1
value = 32, 22

[state 2, l]
type = ALLpalfx
trigger1 = time <= 25
time = 1
mul = time*10,time*10,time*10

[State 0, me]
type = Explod
trigger1 = time = 0
anim = 1403
ownpal = 1
postype = back
pos = -5,240
sprpriority = -1
bindtime = -1
pausemovetime = 100
supermovetime = 100
scale = 0.5,0.5
removetime = 120

[State 701, FinishEffect]
type = Explod
trigger1 = time >= 1
anim = 1502
bindtime = -1
postype = left
pos = -32,0
sprpriority = -7
ownpal = 0
ignorehitpause = 1
scale = 1,1.1
persistent = 56

[state 2, l]
type = envcolor
trigger1 = 1
value = 0,0,0
under = 1
[State 0, 0]
type = Helper
trigger1 = time = 50
helpertype = normal
name = "beam"
ID = 2046
stateno = 2046
postype = back
pos = 188,-97
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
size.xscale = 2
size.yscale = 1

[State 701, FinishEffect]
type = Explod
;trigger1 = movehit
trigger1 = enemy,life = 0
anim = 1503
bindtime = -1
postype = left
pos = -32,0
sprpriority = -7
ownpal = 1
ignorehitpause = 1
scale = 1,1.1
persistent = 0



[state 0,0]
type = hitadd
trigger1 = time = [60,120]
persistent = 4
value = 1
[State 0, critical]
type = Explod
trigger1 = time = [60,110]
persistent = 4
anim = F3
postype = p2
pos = 0,-3
random = 2,2
scale = 0.5,0.5
ownpal = 1
sprpriority = 5
[State 0, critical]
type = Explod
trigger1 = time = 119
persistent = 0
anim = F3
postype = p2
pos = 0,-9
random = 2,2
scale = 1,1
ownpal = 1
sprpriority = 5
[State 210, 2]
type = PlaySnd
trigger1 = time = [60,120]
persistent = 4
value = 101, 2
persistent = 0


[state 0,0]
type = destroyself
trigger1 = time = 120

;---------------------------------------------------------------------------
; びーむ
[Statedef 2046]
type    = A
movetype= A
physics = S
ctrl = 0
anim = 1404
sprpriority = 2
velset = 0,0

[state 0,0]
type = trans
trigger1 = 1
trans = add

[state 0,0]
type = playsnd
trigger1 = time = 1
value = 60, 1

[state 0,0]
type = angleset
trigger1 = time = 0
value = -30
[state 0,0]
type = angleadd
trigger1 = time = [0,50]
value = 1
[state 0,0]
type = angledraw
trigger1 = 1

[state 0,0]
type = destroyself
trigger1 = time = 70

;----------------------------------------------------------------
;相手 ふっとび
[Statedef 2043]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = -1
velset = 0,-12
anim = 5050
[state 0,0]
type = screenbound
trigger1 = 1
value = 0
[State 3900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[state 2, l]
type = palfx
trigger1 = time = [100,125]
time = 1
mul = -1000 + (time*10),-1000 + (time*10),-1000 + (time*10)


[state 0,0]
type = velset
trigger1 = time = 100
x = 0
y = -2.6
[state 0,0]
type = velset
trigger1 = time = 100;41
x = 0
y = -1.2
[state 0,0]
type = veladd
trigger1 = time = [141,250]
y = 0.022
[state 0,0]
type = posadd
trigger1 = time = 250
y = -190
[state 0,0]
type = posset
trigger1 = time = 250
x = ifelse(facing = 1,-58,58)
[state 0,0]
type = velset
trigger1 = time = 250
y = 0.1


[state 0,0];ビームひっと
type = velset
trigger1 = time = 350
x = -1
y = 0
[state 0,0];ビームひっと
type = velset
trigger1 = time = 360
x = -1.3
y = -1
[state 0,0];ビームひっと
type = velset
trigger1 = time = 370
x = -1.8
y = -1.5

[state 0,0]
type = assertspecial
trigger1 = time = [50,99]
trigger2 = time >= 250
flag = invisible

[state 0,0]
type = assertspecial
trigger1 = time >= 100
flag = noshadow

[State 210, 3]
type = Changeanim
trigger1 = time = [100,129]
value = 5030
[State 210, 3]
type = Changeanim
trigger1 = time = 130
value = 5050
[State 210, 3]
type = Changeanim
trigger1 = SelfAnimExist(5060)
trigger1 = time = 180
value = 5060

[State 0, bunsin]
type = Explod
trigger1 = time = [250,500]
anim = ifelse(anim = 5050,5050,5060)
ownpal = 0
postype = p1
pos = 0,0
sprpriority = 3
removetime = 1
bindtime = -1
pausemovetime = 100
supermovetime = 100
scale = const(size.xscale)*0.1,const(size.yscale)*0.1

[state 0,0]
type = envshake
trigger1 = time = 410
ampl = 3
time = 30
[state 0,0]
type = lifeadd
trigger1 = time = [350,409]
value = -3
[state 0,0]
type = posadd
trigger1 = time = 410
y = -150
[State 210, 3]
type = changestate
trigger1 = time >= 410
value = 9300





;----------------------------------------------------------------
;永遠の地獄火
[Statedef 2060]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7419
sprpriority = 2

[State 210, 2]
type = PlaySnd
trigger1 = time = 4
value = 4, 1
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 100
value = 4, 2
channel = 0

[state 0,0]
type = varset
trigger1 = time = 1
fv = 12
value = 0.2
[state 0,0]
type = poweradd
trigger1 = time = 1
value = -5000
[state 2, kihon]
type = varset
trigger1 = time = 0
v = 9
value = 0

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 1
value = 5, 19
channel = 0
ignorehitpause = 1

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1993
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno != 7040
value = 1406

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = prevstateno != 7040
trigger1 = Time = 0
value = SCA
time = 45

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
time = 40
movetime = 40
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = 0

[State 0, 0]
type = Helper
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7049
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = prevstateno != 7040
trigger1 = time = 1
anim = 7048
postype = p1
pos = 5,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[state 0,0]
type = lifeadd
trigger1 = time >= 45
value = -1


[State 210, 3]
type = ChangeState
triggerall = time >= 50
trigger1 = command != "holdy"
trigger1 = command != "holdz"
value = 5050
ctrl = 0

[State 0, 0]
type = Helper
triggerall = Numhelper(2065) = 0
trigger1 = time >= 40
helpertype = normal
name = "blood"
ID = 2065
stateno = 2065
postype = p1
pos = 17,-40
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = BGpalfx
trigger1 = time >= 40
mul = 90,90,90
time = 1


[State 701, FinishEffect]
type = Explod
trigger1 = time >= 40;movehit
;trigger1 = enemy,life = 0
anim = 1503
bindtime = -1
postype = left
pos = -32,0
sprpriority = -7
ownpal = 1
removeongethit = 1
ignorehitpause = 1
scale = 1,1.1
persistent = 56

;----------------------------------------------------------------
;血
[Statedef 2061]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 9999;1370
sprpriority = -5

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

[State 3000, effect]
type = Explod
trigger1 = time = 1
anim = 1237;370
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -5
bindtime = -1
;scale = 0.2,0.2

[state 0,0]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 210, 3]
type = ChangeState
trigger1 = parent,stateno = 2060
value = 2062



;----------------------------------------------------------------
;永遠の地獄火本体
[Statedef 2062]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1407
sprpriority = 4

[State 3000, effect]
type = Explod
triggerall = Numexplod(10) = 0
trigger1 = time >= 37
id = 10
anim = 1408
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 4
bindtime = -1
scale = 1.2,1.2

[state 0,0]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 210, 2]
type = PlaySnd
trigger1 = time = 39
value = 32, 22
[State 210, 2]
type = PlaySnd
trigger1 = time = 39
value = 32, 1

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 4
;persistent = 2
attr = S, HP
damage = 3, 1
getpower = 0
givepower = 0
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 4, hit
pausetime = 0, 10
guard.pausetime = 2, 2
sparkno = -1
sparkxy = -8, -54
hitsound = -1;S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 13
;air.hittime  = 8
ground.velocity = 0,-2
air.velocity = 0,-2
fall = 1
envshake.time = 30
envshake.ampl = 9
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.kill = 0;ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = 0
palfx.time = 50
palfx.add = 10,2,0


[State 210, 3]
type = ChangeState
trigger1 = time >= 5
trigger1 = parent,stateno != 2060
value = 2063

;----------------------------------------------------------------
;永遠の地獄火本体
[Statedef 2063]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1409
sprpriority = 5

[state 0,0]
type = assertspecial
trigger1 = 1
flag = noshadow






;梵字----------------------------------------------------------
[Statedef 2065]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 5, 17

[state 0,0]
type = varrandom
trigger1 = time = 0
v = 18
range = 0,14

[state 90,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[state 0,80]
type = turn
trigger1 = time = 0
trigger1 = facing = -1

[State 3000, Cut in]
type = Explod
trigger1 = time >= 1
anim = 1412+var(18)
ownpal = 0
sprpriority = 5
bindtime = -1
pausemovetime = 200
supermovetime = 200
scale = 3-(time*0.15),3-(time*0.15)
ontop = 1

[state 2, l]
type = palfx
trigger1 = 1
time = 1
mul = 255 - (time*12),255 - (time*12),255 - (time*12)

[state 0,10]
type = destroyself
trigger1 = time = 20
trigger2 = parent,movetype = H



;ti----------------------------------------------------------
[Statedef 2004]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[state 90,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[state 0,80]
type = turn
trigger1 = time = 0
trigger1 = facing = -1

[State 3000, Cut in]
type = Explod
trigger1 = time >= 0
anim = 1103
ownpal = 0
sprpriority = 5
bindtime = -1
pausemovetime = 200
supermovetime = 200
scale = 2-(time*0.05),2-(time*0.05)
ontop = 1

[state 2, l]
type = palfx
trigger1 = 1
time = 1
mul = 255 - (time*6),255 - (time*6),255 - (time*6)

[state 0,10]
type = destroyself
trigger1 = time = 39
trigger2 = parent,movetype = H


;jin----------------------------------------------------------
[Statedef 2005]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 5
anim = 9999

[state 90,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[state 0,80]
type = turn
trigger1 = time = 0
trigger1 = facing = -1

[State 3000, Cut in]
type = Explod
trigger1 = time >= 0
anim = 1104
ownpal = 0
sprpriority = 5
bindtime = -1
pausemovetime = 200
supermovetime = 200
scale = 2-(time*0.05),2-(time*0.05)
ontop = 1

[state 2, l]
type = palfx
trigger1 = 1
time = 1
mul = 255 - (time*6),255 - (time*6),255 - (time*6)

[state 0,10]
type = destroyself
trigger1 = time = 39
trigger2 = parent,movetype = H









;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;おなじみの
[Statedef 2080]
type    = S
movetype= A
physics = N
ctrl = 0
anim = ifelse(prevstateno = 2081,1509,1505)
velset = 0,0
sprpriority = 2
poweradd = -1000

[state 0,0]
type = playsnd
trigger1 = time = 1
value = 1,8
channel = 0


[State -2, 2]
type = Afterimage
triggerall = prevstateno = 2081
trigger1 = time = 1
time = 60
length = 10
Trans = Add1
;palmul = 100,100,100
;PalAdd = 50, 4, 4
FrameGap = 2
palcontrast = 120,120,120

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 1
time = 40
movetime = 40
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = 0
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1991
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994;9
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[state 2, critical]
type = palfx
trigger1 = time >= 30
time = 1
mul = 110-(time*2),110-(time*2),110-(time*2)

[state 0,0]
type = assertspecial
trigger1 = time >= 40
flag = invisible
ignorehitpause = 1

[State 0, 0]
type = Explod
trigger1 = time = 21
postype = p1
pos = 0,0
anim = 7766
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4
supermovetime = 999
pausemovetime = 999

[State 0, 0]
type = Explod
trigger1 = time = 22
postype = p1
pos = 0,0
anim = 7767
;scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 3
supermovetime = 999
pausemovetime = 999

[state 0,0]
type = playsnd
trigger1 = time = 21
value = 5,23

[State 210, 3]
type = velset
trigger1 = time = 21
x = 5
[State 210, 3]
type = velset
trigger1 = time = 29
x = 12
[State 210, 3]
type = velset
trigger1 = time = 45
x = 0

[State 210, 3]
type = posadd
trigger1 = time = 45;52
x = p2dist x + 130

[state 0,0]
type = screenbound
trigger1 = time >= 1;44
value = 0

[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 45;53
value = 2081


;---------------------------------------------------------------------------
;おなじみの hitdef
[Statedef 2081]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1506
velset = 0,0
sprpriority = 2

[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 5
persistent = 0
ignorehitpause = 1

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.8
persistent = 0
ignorehitpause = 1

[state 0,0]
type = playsnd
trigger1 = time = 5
value = 5,21
channel = 0
[state 0,0]
type = playsnd
trigger1 = time = 5
trigger1 = random >= 500
value = 5,22
channel = 0

[State 0, 0]
type = Explod
trigger1 = time = 1
postype = p1
pos = 0,0
anim = 7766
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4
supermovetime = 999
pausemovetime = 999

[state 0,0]
type = screenbound
trigger1 = time <= 1
value = 0

[State 210, 3]
type = velset
trigger1 = animelemtime(1) = 1
x = -1
[State 210, 3]
type = velset
trigger1 = animelemtime(3) = 1
x = 15

[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[state 0]
type = turn
trigger1 = time = 0


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = S, HA
damage = 255, 6
getpower = 0
givepower = 98,39
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 1, 36
guard.pausetime = 1, 10
sparkno = 3
sparkxy = -8, -54
hitsound = S32, 8
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 20
air.hittime  = 13
;air.hittime  = 8
ground.velocity = -1,-1
air.velocity = -1,-1
fall = 1
envshake.time = 20
envshake.ampl = 3
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.kill = 0;ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 11
guard.velocity = -3

[State 0, ti]
type = Explod
trigger1 = movehit
anim = 1246
ownpal = 1
postype = p1
ontop = 1
facing = -1
pos = 100,-59
sprpriority = 5
;bindtime = -1
ignorehitpause = 1
persistent = 0
pausemovetime = 100
supermovetime = 100
scale = 1,1

[State 4, blood]
type = Explod
trigger1 = movehit && enemy,movetype = H
anim = 1181
postype = p2
pos = 0,-59
random = 20,20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0



[State 210, 3]
type = ChangeState
trigger1 = time <= 7
trigger1 = command = "236xy"
trigger1 = power >= 1000
value = 2080
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = movehit;contact
value = 2082
ignorehitpause = 1
[State 210, 3]
type = ChangeState
trigger1 = time >= 20
trigger2 = moveguarded
value = 2083
ignorehitpause = 1

;---------------------------------------------------------------------------
;おなじみの おわり
[Statedef 2082]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 2
[State 210, 3]
type = posadd
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
x = 40

[state 0,0]
type = null;turn
trigger1 = animelemtime(5) = 1
trigger1 = p2dist x < 0
persistent = 0

[State 0, 0]
type = Explod
trigger1 = time = 15
postype = p1
pos = 10,0
facing = -1
anim = 7766
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4
supermovetime = 999
pausemovetime = 999

[State 701, FinishEffect]
type = Explod
trigger1 = time <= 2
trigger1 = enemy,life = 0
anim = 1503
bindtime = -1
postype = left
pos = -32,0
sprpriority = -7
ownpal = 1
ignorehitpause = 1
scale = 1,1.1
persistent = 0

[State 0, 0]
type = Explod
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 1
postype = p1
pos = 45,0
anim = 7765
;scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4
supermovetime = 999
pausemovetime = 999

[State 0, critical]
type = Explod
trigger1 = prevstateno != 7040
trigger1 = time <= 30
anim = 7624
postype = left
pos = 154,115
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
scale = 1 + (time*0.1),1 + (time*0.1)
supermovetime = 999
pausemovetime = 999

[State 210, 3]
type = velset
trigger1 = prevstateno != [7040,7041]
trigger1 = time <= 15
x = 2

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1507

[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
;trigger2 = enemy,stateno = 5120
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;おなじみの おわり
[Statedef 2083]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = 2
[State 210, 3]
type = posadd
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
x = 40

[State 210, 3]
type = velset
trigger1 = prevstateno != [7040,7041]
trigger1 = time <= 15
x = 2


[State 0, 0]
type = Explod
trigger1 = time = 10
postype = p1
pos = 10,0
facing = -1
anim = 7766
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4
supermovetime = 999
pausemovetime = 999

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1508

[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
;trigger2 = enemy,stateno = 5120
value = 0
ctrl = 1










;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;おなじみのair
[Statedef 2090]
type    = A
movetype= A
physics = N
ctrl = 0
anim = ifelse(prevstateno = 2091,1509,1505)
velset = 0,0
sprpriority = 2
poweradd = -1000

[state 0,0]
type = playsnd
trigger1 = time = 1
value = 1,8
channel = 0


[State -2, 2]
type = Afterimage
triggerall = prevstateno = 2091
trigger1 = time = 1
time = 60
length = 10
Trans = Add1
;palmul = 100,100,100
;PalAdd = 50, 4, 4
FrameGap = 2
palcontrast = 120,120,120

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 1
time = 40
movetime = 40
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = 0
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1991
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994;9
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[state 2, critical]
type = palfx
trigger1 = time >= 30
time = 1
mul = 110-(time*2),110-(time*2),110-(time*2)

[state 0,0]
type = assertspecial
trigger1 = time >= 40
flag = invisible
ignorehitpause = 1

[State 0, 0]
type = Explod
trigger1 = time = 21
postype = p1
pos = 0,0
anim = 7766
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4
supermovetime = 999
pausemovetime = 999


[state 0,0]
type = playsnd
trigger1 = time = 21
value = 5,23

[State 210, 3]
type = velset
trigger1 = time = 21
x = 5
[State 210, 3]
type = velset
trigger1 = time = 29
x = 12
[State 210, 3]
type = velset
trigger1 = time = 45
x = 0

[State 210, 3]
type = posadd
trigger1 = time = 45;52
x = p2dist x + 130

[state 0,0]
type = screenbound
trigger1 = time >= 1;44
value = 0

[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 45;53
value = 2091


;---------------------------------------------------------------------------
;おなじみの air hitdef
[Statedef 2091]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1506
velset = 0,0
sprpriority = 2

[state 0,0]
type = playsnd
trigger1 = time = 5
value = 5,21
channel = 0
[state 0,0]
type = playsnd
trigger1 = time = 5
trigger1 = random >= 500
value = 5,22
channel = 0

[state 0,hithitcount]
type = varadd
trigger1 = movehit
fv = 7
value = 5.5
persistent = 0
ignorehitpause = 1

[state 0,reverse]
type = varset
trigger1 = movehit
fvar(5) = fvar(5) * 0.77
persistent = 0
ignorehitpause = 1

[State 0, 0]
type = Explod
trigger1 = time = 1
postype = p1
pos = 0,0
anim = 7766
scale = 0.5,0.5
ownpal = 1
keyctrl = 0
sprpriority = 4
supermovetime = 999
pausemovetime = 999

[state 0,0]
type = screenbound
trigger1 = time <= 1
value = 0

[State 210, 3]
type = velset
trigger1 = animelemtime(1) = 1
x = -1
[State 210, 3]
type = velset
trigger1 = animelemtime(3) = 1
x = 15

[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[state 0]
type = turn
trigger1 = time = 0


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = A, HA
damage = 243, 6
getpower = 0
givepower = 98,39
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 1, 36
guard.pausetime = 1, 10
sparkno = 3
sparkxy = -8, -54
hitsound = S32, 8
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 20
air.hittime  = 13
;air.hittime  = 8
ground.velocity = -1,-1
air.velocity = -1,-1
fall = 1
envshake.time = 20
envshake.ampl = 3
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.kill = 0;ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 11
guard.velocity = -3

[State 0, ti]
type = Explod
trigger1 = movehit
anim = 1246
ownpal = 1
postype = p1
ontop = 1
facing = -1
pos = 100,-59
sprpriority = 5
;bindtime = -1
ignorehitpause = 1
persistent = 0
pausemovetime = 100
supermovetime = 100
scale = 1,1

[State 4, blood]
type = Explod
trigger1 = movehit && enemy,movetype = H
anim = 1181
postype = p2
pos = 0,-59
random = 20,20
ignorehitpause = 1
ownpal = 1
sprpriority = 5
supermovetime = 50
pausemovetime = 50
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = time <= 7
trigger1 = command = "236xy"
trigger1 = power >= 1000
value = 2090
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = movehit;contact
value = 2092
ignorehitpause = 1
[State 210, 3]
type = ChangeState
trigger1 = time >= 20
trigger2 = moveguarded
value = 2093
ignorehitpause = 1

;---------------------------------------------------------------------------
;おなじみの おわり
[Statedef 2092]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 2
[State 210, 3]
type = posadd
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
x = 40

[State 701, FinishEffect]
type = Explod
trigger1 = time <= 2
trigger1 = enemy,life = 0
anim = 1503
bindtime = -1
postype = left
pos = -32,0
sprpriority = -7
ownpal = 1
ignorehitpause = 1
scale = 1,1.1
persistent = 0

[State 0, critical]
type = Explod
trigger1 = prevstateno != 7040
trigger1 = time <= 30
anim = 7624
postype = left
pos = 154,115
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
scale = 1 + (time*0.1),1 + (time*0.1)
supermovetime = 999
pausemovetime = 999

[State 210, 3]
type = velset
trigger1 = prevstateno != [7040,7041]
trigger1 = time <= 15
x = 2
[State 210, 3]
type = veladd
trigger1 = anim = 5040
y = 0.45

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1510
[state 0,0]
type = changeanim
triggerall = anim != 5040
trigger1 = prevstateno = [7040,7041]
trigger2 = time = 25
value = 5040

[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 9929
ctrl = 0

;---------------------------------------------------------------------------
;おなじみの おわり
[Statedef 2093]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 2
[State 210, 3]
type = posadd
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
x = 40

[State 210, 3]
type = velset
trigger1 = prevstateno != [7040,7041]
trigger1 = time <= 15
x = 2
[State 210, 3]
type = veladd
trigger1 = anim = 5040
y = 0.45

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = time = 0
value = 1511
[state 0,0]
type = changeanim
triggerall = anim != 5040
trigger1 = prevstateno = [7040,7041]
trigger2 = time = 25
value = 5040

[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 9929
ctrl = 0











;------------------------------------------------------
;相手
[Statedef 2003]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5070;60
;velset = -4,10

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[state 0,0]
type = velset
trigger1 = time = 1
x = -4
y = 10

[State 5100, 11]
type = PosFreeze
trigger1 = Time <= floor(GetHitVar(hittime)*0.7)

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

[state 0,0]
type = changestate
trigger1 = pos y >= 0
trigger1 = Time >= floor(GetHitVar(hittime)*0.7)
;trigger2 = statetype != A
value = 2004

;------------------------------------------------------
;あ痛(イテ)２
[Statedef 2004]
type    = A
movetype= H
physics = N
ctrl = 0
;anim = 5070
velset = -5,-4;ifelse(gethitvar(hitcount)<35,-8 + gethitvar(hitcount)*0.2, -1)

[State 5100, 11]
type = PosFreeze
trigger1 = Time <= 8

[state 0,0]
type = changeanim
trigger1 = Time = 0
value = 5100;75
;[state 0,0]
;type = changeanim
;trigger1 = Time = 10
;value = 5050

[state 0,0]
type = playsnd
trigger1 = time = 0
value = F7,2

[state 0,0]
type = null;velset
trigger1 = time = 0
;trigger1 = gethitvar(hitcount) <= 1
x = -5

[state 0,0]
type = veladd
trigger1 = time >= 12
y = 0.45

[state 0,0]
type = selfstate
trigger1 = time >= 9
value = 5050
















;帝王に逃走は無いのだ-----岩-----------------------------------------------------------
[Statedef 2010]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7427
sprpriority = 1

[State 0, 0]
type = PlaySnd
trigger1 = time = 3
value = 2,1
channel = 0

[State 200, 3]
type = changestate
trigger1 = animtime = 0
value = 2011

;飛んだ！アッー！-------------------
[Statedef 2011]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7428
sprpriority = 1
velset = 2,-8

;[state 0,0]
;type = screenbound
;trigger1 = time <= 70
;value = 0

[state 0,0]
type = playerpush
trigger1 = 1
value = 0
ignorehitpause = 1

[state 0,0]
type = velset
trigger1 = time = 20
x = 0.7;1.4
y = -2;-4.2

[State 0, 0]
type = PlaySnd
trigger1 = time = 60
value = 2,10
channel = 0

[state 0,reverse]
type = varset
trigger1 = animelem = 1
fvar(5) = 0.4
persistent = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 6
value = SCA
time = 20

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 21
time = 49
movetime = 49
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 21
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1996
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 21
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,-130
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = animelem = 5
anim = 7049
postype = p1
pos = 96,-65
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = animelem = 5
anim = 7048
postype = p1
pos = 96,-65
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 15
trigger1 = pos y >= 1
value = 2012

[state 0,0]
type = velset
trigger1 = time >= 65
x = 1.4
y = 11

[State 0, 0]
type = PlaySnd
trigger1 = time =66
value = 32,15

[state 0,0]
type = changeanim
trigger1 = time = 65
value = 7429

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(44) % 100000 < 10000
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = movehit
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 2, limitstar]
type = varadd
triggerall = var(41) = 2
triggerall = var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi];グレイブ
type = varadd
triggerall = var(57) = 1
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = movehit
trigger1 = var(44) % 100000 < 10000
trigger1 = var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 0,star]
type = varadd
trigger1 = var(44) % 100000 < 10000
trigger1 = movehit
persistent = 0
v = 44
value = 10000


[State 200, HitDef1]
type = HitDef
trigger1 = anim = 7428
persistent = 0
attr = A, HA
damage = 35, 8
getpower = 0
givepower = 18,9
animtype = heavy
guardflag = M
hitflag = MAFD
priority = 5, hit
pausetime = 8, 9
guard.pausetime = 6, 5
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 13
;air.hittime  = 8
ground.velocity = -4,-8.6
air.velocity = -4.4,-7
fall = 1
envshake.time = 10
envshake.ampl = 2
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -8


[State 200, HitDef1]
type = HitDef
trigger1 = anim = 7429
persistent = 5
attr = A, HA
damage = 55, 8
getpower = 0
givepower = 18,9
animtype = heavy
guardflag = MA
hitflag = MAFD
priority = 5, hit
pausetime = 8, 5
guard.pausetime = 6, 5
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 13
;air.hittime  = 8
ground.velocity = -4,-3.6
air.velocity = -1,2
fall = 1
envshake.time = 10
envshake.ampl = 5
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -8


;---------------------------------------------------------------------------
; Jump Land
[Statedef 2012]
type    = S
movetype = I
physics = S
ctrl = 0
anim = 7432

[State 0, 0]
type = PlaySnd
trigger1 = time = 1
value = 32,9

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 31,0

[State 0, Effect]
type = Explod
trigger1 = time <= 5
anim = 7610 + (random%10)
random = 140,46
pos = 0,-20
accel = 0,0.45
vel = (0.5 - ((random%10)*0.1))*2,-6 + ((random%10)*0.1)
sprpriority = 2
ownpal = 1

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = animelem = 1
anim = 7416
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
supermovetime =100
;bindtime = -1
;removeongethit = 1

[state 0,0]
type = changeanim
trigger1 = time = 15
value = 7431

[state 0,0]
type = envshake
trigger1 = time = 1
time = 15
ampl = 6

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "buwa"
ID = 2013
stateno = 2013
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1


[State 50, 1]
type = VarSet
trigger1 = Time = 0
var(32) = 0


[state 0,0];リセット
type = varset
trigger1 = time >= 0
var(15) = 0

[state 0,0]
type = changestate
trigger1 = life = 0
value = 5050
ctrl = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = anim = 7431
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; ヘルパー
[Statedef 2013]
type    = S
physics = S
movetype = A
ctrl = 0
anim = 7487;9999

[State 3000, effect]
type = Explod
trigger1 = time = 1
anim = 7430
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
ID = 2013

[state 0,0]
type = ModifyExplod
trigger1 = 1
ID = 2013
scale = 1+(time*0.2),1+(time*0.2)

[state 0,0]
type = destroyself
trigger1 = time = 100

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 4
persistent = 0
attr = S, HP
damage = 50, 9
getpower = 0
givepower = 18,9
animtype = heavy
guardflag = M
hitflag = MAFD
priority = 5, hit
pausetime = 1, 9
guard.pausetime = 1, 8
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 13
;air.hittime  = 8
ground.velocity = -4,-8.6
air.velocity = -4.4,-7
fall = 1
envshake.time = 10
envshake.ampl = 2
air.fall = 1
fall.recovertime = 40
ground.cornerpush.veloff = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -8

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;きりさけ
[Statedef 2010]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7236
sprpriority = 2
juggle = 1

[state 0,0]
type = posadd
triggerall = numhelper(2012) >= 1
trigger1 = var(41) = 2
trigger1 = var(27) >= 1
trigger1 = helper(2012),movehit
x = floor(enemy,gethitvar(hitcount)*-0.08)
;ignorehitpause = 1

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 200, 9
channel = 0

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7049
postype = p1
pos = -5,-80
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7048
postype = p1
pos = -5,-80
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 8

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 60
movetime = 60
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)

[state 0,reverse]
type = varset
trigger1 = time = 0
fvar(5) = 0.5
persistent = 0

[State 0, 0]
type = PlaySnd
trigger1 = animelem = 1
persistent = 0
value = 200,19
channel = 0

[State 0, 0]
type = PlaySnd
trigger1 = animelem = 10
persistent = 0
value = 200,20
channel = 0

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = movehit
ignorehitpause = 1
v = 24
value = 1
persistent = 0
[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = movehit
v = 24
value = 1
;ignorehitpause = 1
persistent = 0

[State 0, 0]
type = Helper
persistent = 5
trigger1 = time = [60,150]
helpertype = normal
name = "cut"
ID = 2012
stateno = 2012
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
size.xscale = 1.5
size.yscale = 1.5

[state 0,0]
type = varset
trigger1 = time = 0
v = 19
value = 0

[state 0,0]
type = varadd
trigger1 = time >= 60
v = 19
value = ifelse(var(19) <= 7,1,-8)
persistent = 5

[State 210, 3]
type = ChangeState
trigger1 = time >= 160
trigger1 = Numhelper(2012) = 0
value = 2011
ctrl = 0

;------------------------------------------
;エフェクト
[Statedef 2012]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7238+parent,var(19)
sprpriority = 2

[State 2, reduce];
type = AttackMulSet
triggerall = root,var(27) >= 1
;triggerall = ishelper = 0
trigger1 = 1
value =  0.5

[state 0,star]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(44) % 100000 < 10000
trigger1 = movehit
persistent = 0
v = 44
value = 10000
[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = movehit
trigger1 = parent,var(44) % 100000 < 10000
trigger1 = parent,var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 2, limitstar]
type = parentvaradd
triggerall = parent,var(41) = 2
triggerall = parent,var(43) <= 3
trigger1 = movehit
v = 43
value = 1
persistent = 0
ignorehitpause = 1



[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 2, 0]
type = Explod
triggerall = parent,var(49) > 0
triggerall = Numexplod(7301) = 0
trigger1 = moveguarded
anim = 7301
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
bindtime = -1
id = 7301
ignorehitpause = 1

[state 0,0]
type = null;changeanim
trigger1 = time = 1
value = anim + parent,var(19)

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) = 0
trigger1 = time >= 2
persistent = 0
attr = A, HA
damage = ifelse(enemy,gethitvar(hitcount) >= 13,ifelse(enemy,gethitvar(hitcount) >= 25, 8,13),20), 6
getpower = 0
givepower = 12,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 8, hit
pausetime = 2, 4
guard.pausetime = 2, 3
sparkno = 2
sparkxy = -8+(random%10), -54+(random%10)
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
;air.hittime  = 8
ground.velocity = -2,-3
air.velocity = -3,0
envshake.time = 15
envshake.ampl = 2
fall = 1
air.fall = 1
fall.recovertime = 24
ground.cornerpush.veloff = 0
guard.kill = ifelse(root,var(49)>0,1,ifelse(root,var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -2



[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) >= 1
trigger1 = time >= 2
persistent = 0
attr = A, HA
damage = ifelse(enemy,gethitvar(hitcount) >= 13,ifelse(enemy,gethitvar(hitcount) >= 25, 8,13),20), 5
getpower = 0
givepower = 12,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 8, hit
pausetime = 2, 4
guard.pausetime = 2, 3
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
;air.hittime  = 8
ground.velocity = -2,-3
air.velocity = -3,0
envshake.time = 15
envshake.ampl = 2
fall = 1
air.fall = 1
fall.recovertime = 24
ground.cornerpush.veloff = 0
guard.kill = ifelse(root,var(49)>0,1,ifelse(root,var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -2
p2stateno = 8715

[state 0,0]
type = destroyself
trigger1 = animtime = 0





;おわり-----------------------
[Statedef 2011]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 7237
sprpriority = 2

[State 210, 3]
type = ChangeState
trigger1 = time = 20
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;昇竜EX
[Statedef 2015]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7320
sprpriority = 2
poweradd = 0
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 200, 2
channel = 0

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7049
postype = p1
pos = 15,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7048
postype = p1
pos = 15,-55
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 1
helpertype = normal
name = "hokuto"
ID = 1996
stateno = 1996
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 74
[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 60
value = SCA
time = 20

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 60
movetime = 60
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)

[state 0,reverse]
type = varset
trigger1 = time = 0
fvar(5) = 0.9
persistent = 0

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0

[State 701, Effect]
type = Explod
trigger1 = time = 63
;trigger2 = time = 88
anim = 7276
postype = p1
pos = 16,-28
sprpriority = 3
ownpal = 0
bindtime = -1
ignorehitpause = 1
scale = 0.5,0.75


[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[state 0,0]
type = velset
trigger1 = time = 68
x = 0.8
y = -9

[state 0,0]
type = veladd
trigger1 = time >= 74
y = 0.45

[State 200, HitDef1]
type = HitDef
trigger1 = time < 63
persistent = 0
attr = A, HA
damage = ifelse(var(39)=1,46,40), 4
getpower = 0
givepower = 9,6
animtype = diagup
guardflag = M
hitflag = MAF
priority = 5, hit
pausetime = 20, 20
guard.pausetime = 15, 17
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5,-9
air.velocity = -5,-8.6
fall = 1
air.fall = 1
fall.recovertime = 3
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2


[State 200, HitDef1]
type = HitDef
trigger1 = time = [63,90]
persistent = 7
attr = A, HA
damage = ifelse(var(39)=1,68,65), 4
getpower = 0
givepower = 9,6
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 12, 16
guard.pausetime = 11, 11
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5,-8
air.velocity = -5,-8.6
fall = 1
air.fall = 1
fall.recovertime = 3
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 90
persistent = 4
attr = A, HA
damage = ifelse(var(39)=1,68,65), 4
getpower = 0
givepower = 9,6
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 12, 16
guard.pausetime = 11, 11
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5,-8
air.velocity = -5,-8.6
fall = 1
air.fall = 1
fall.recovertime = 8
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2


[State 210, 3]
type = ChangeState
trigger1 = time >= 75
trigger1 = pos y >= 0
value = 9929

;---------------------------------------------------------------------------
;昇竜EX
[Statedef 2016]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7320
sprpriority = 2
poweradd = 0
velset = 0,0


[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7049
postype = p1
pos = -5,-80
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 7048
postype = p1
pos = -5,-80
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,-130
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 73

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 60
movetime = 60
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)

[state 0,reverse]
type = varset
trigger1 = time = 0
fvar(5) = 0.9
persistent = 0

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP
time = 5

[State 701, Effect]
type = Explod
trigger1 = time = 63
anim = 7276
postype = p1
pos = 16,-28
sprpriority = 3
ownpal = 0
bindtime = -1
ignorehitpause = 1
scale = 0.5,0.75

[State 0, 0]
type = PlaySnd
trigger1 = time = 5
value = 200, 3
channel = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[state 0,0]
type = velset
trigger1 = time = 68
x = 0.8
y = -9

[state 0,0]
type = veladd
trigger1 = time >= 74
y = 0.45

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 3
persistent = 7
attr = A, HA
damage = ifelse(var(39)=1,66,60), 4
getpower = 0
givepower = 9,6
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 6, 9
guard.pausetime = 9, 7
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5,-8
air.velocity = -5,-8.6
fall = 1
air.fall = 1
fall.recovertime = 3
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
envshake.time = 10
envshake.ampl = 2

[State 210, 3]
type = ChangeState
trigger1 = time >= 75
trigger1 = pos y >= 0
value = 9929




;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;百花繚乱
[Statedef 2020]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7458
sprpriority = 2
poweradd = 0


[state 0,0]
type = playsnd
trigger1 = time = 1
value = 2, 3
channel = 0

[state 0,0]
type = playsnd
trigger1 = time = 55
value = 2, 25
channel = 0


[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 2
time = 50
movetime = 50
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 2
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 2
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1995
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 2
anim = 7049
postype = p1
pos = -30,-10
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 2
anim = 7048
postype = p1
pos = -30,-10
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201



[State 0, 0]
type = Helper
trigger1 = time = 54
helpertype = normal
name = "zangeki"
ID = 2021
stateno = 2021
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
size.yscale = 1.5

;---------------------------------------------------------------------------
;攻撃判定
[Statedef 2021]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7457
sprpriority = 3
velset = 8,0

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

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) = 0
trigger1 = time >= 2
persistent = 0
attr = A, HP
damage = ifelse(parent,var(39)=1,75,70), 4
getpower = 0
givepower = 55,10
animtype = heavy
guardflag = M
hitflag = MAF
priority = 5, hit
pausetime = 3, 18
guard.pausetime = 4, 4
sparkno = 2
sparkxy = -8, -84
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 16
ground.velocity = -8,-6
air.velocity = -8,-6.6
fall = 1
air.fall = 1
fall.recovertime = 50
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = -3
envshake.ampl = 4
guard.slidetime = 12
guard.velocity = -5
p2stateno = 2022

[State 200, HitDef1]
type = HitDef
trigger1 = parent,var(27) >= 1
trigger1 = time >= 2
persistent = 0
attr = A, HP
damage = ifelse(parent,var(39)=1,81,75), 3
getpower = ifelse(parent,var(50)=0,20,0),23
givepower = 6,3
animtype = heavy
guardflag = M
hitflag = MAF
priority = 5, hit
pausetime = 5, 10
guard.pausetime = 6, 4
sparkno = 2
sparkxy = -8, -44
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8,0
air.velocity = -8,-2.6
;fall = 1
air.fall = 1
fall.recovertime = 20
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = -3
envshake.ampl = 2
guard.slidetime = 13
guard.velocity = -8.5
p2stateno = 8715

[state 0,0]
type = palfx
trigger1 = 2
ignorehitpause = 1
add = 250,0,-150


[State 0,s]
type = VarRandom
trigger1 = time >= 0
v = 17
range = -10,10
[State 0,s]
type = VarRandom
trigger1 = time >= 0
v = 18
range = -12,12

[State 0,s]
type = VarRandom
trigger1 = time >= 0
v = 19
range = -9,2

[State 1000, shuttlecock]
type = Explod
trigger1 = time >= 10
trigger1 = Numexplod(7020) <= 18
anim = 7470 + random%10
vel = 0+(var(18)*0.1),-0.9+(var(17)*0.1)
id = 7020
postype = p1
pos = 0,-45
persistent = 3
random = 320,60
ownpal = 1
removetime = 50
sprpriority = 3
scale = 1+(var(19)*0.1),1+(var(19)*0.1)


[state 0,0]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;壁までふっとび
[Statedef 2022]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[state 0,0]
type = posadd
trigger1 = enemy,stateno != 8200
trigger1 = enemy,stateno != 8420
trigger1 = pos y > -15
trigger1 = time = 0
y = -15

[state 0,0]
type = turn
trigger1 = facing = enemy,facing
trigger1 = time = 0

[state 0,0]
type = changeanim
trigger1 = time >= 0
value = 5017

[state 0,0]
type = changeanim
trigger1 = selfanimexist(5017)
trigger1 = time >= 0
value = 5017
[state 0,0]
type = changeanim
trigger1 = selfanimexist(5017) = 0
trigger1 = time >= 0
value = 5012

[state 0,0]
type = velset
trigger1 = time = 0
x = -8.6
y = -5

[state 0,0]
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[state 0,0]
type = changestate
trigger1 = backedgedist <= 3
value = 8716

[state 0,0]
type = playerpush
trigger1 = 1
value = 0



;---:::::::::::::::::::::::::::::::::::::::::::::
;浮雲・桜散華！
[Statedef 2030]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7459
sprpriority = 2
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 2,29
channel = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 2
time = 50
movetime = 50
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 2
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 2
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 2
anim = 7049
postype = p1
pos = 8,-40
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 2
anim = 7048
postype = p1
pos = 8,-40
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 800, 1]
type = HitDef
;trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = time >= 0
attr = A, HT
;juggle = 30
hitflag = AF
priority = 3, Miss
sparkno = -1
hitsound = S101, 1
sprpriority = 1
;p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 2031
p2stateno = 2032
fall.recover = 0

[State 200, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 150, 0

[State 200, 3]
type = Changeanim
trigger1 = time = 75
value = 5040

[state 0,0]
type = veladd
trigger1 = time >= 70
y = 0.45

[State 200, 3]
type = Changestate
trigger1 = pos y >= 0
value = 52


;------------------------------------------------
;自分
[Statedef 2031]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7460
sprpriority = 5
velset = 0,0

[state 2, limitstar]
type = varadd
triggerall = var(41) = 2
triggerall = var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi];グレイブ
type = varadd
triggerall = var(57) = 1
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = time = 1
trigger1 = var(44) % 10000 < 1000
trigger1 = var(43) <= 3
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = time = 1
trigger1 = var(43) <= 4
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 0,star]
type = varadd
trigger1 = var(44) % 10000 < 1000
trigger1 = time = 1
persistent = 0
v = 44
value = 1000

[state 0,0]
type = posadd
trigger1 = time = 0
x = 30
y = -30

[state 0,0]
type = veladd
trigger1 = time >= 20
y = 0.45



[State 0, 0]
type = ChangeState
trigger1 = pos y >= 0
value = 2034;9929
ctrl = 0

[state 0,debug]
type = null;pause
trigger1 = gametime % 2 = 0
time = 1

[state 0,0]
type = angleset
trigger1 = time >= 20
value = (time * 18) - 18
[state 0,0]
type = angledraw
trigger1 = time >= 20

[state 0,0]
type = targetbind
trigger1 = time >= 0
pos = 0,0;35,-46;10,18

;------------------------------------------------
;旋一閃　aite
[Statedef 2032]
type    = A
movetype= H
physics = N
ctrl = 0
;anim = 7404
sprpriority = 3
velset = 0,0

[state 0,0]
type = screenbound
trigger1 = 1
value = 0

[state 0,0]
type = lifeadd
trigger1 = time >= 5
trigger1 = pos y >= 0
value = -180

[state 0,0]
type = null;angleset
trigger1 = time >= 19;1
value =time*-18
[state 0,0]
type = null;angledraw
trigger1 = 1

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 7461

[State 0, 0]
type = null;selfState
trigger1 = time >= 5
trigger1 = pos y >= 0
value = 5050
ctrl = 0
[State 0, 0]
type = changeState
trigger1 = time >= 5
trigger1 = pos y >= 0
value = 2033
ctrl = 0

;------------------------------------------------
;旋一閃　aite 地上
[Statedef 2033]
type    = S
movetype= H ;ヒット数が継続しない…がIにしないと空中やられになる…
physics = S
ctrl = 0
anim = 5012
sprpriority = 0
velset = 0,0

[state 0,0]
type = posset
trigger1 = time <= 10
y = 0

[state 0,0]
type = posadd
trigger1 = time = 0
x = -15

[State 0, 0]
type = changeanim2
trigger1 = time = 0
value = 7552
[State 0, 0]
type = changeanim
trigger1 = time >= 32
value = 5020

[State 0, 0]
type = selfState
trigger1 = life = 0
value = 5050
ctrl = 0

[State 0, 0]
type = selfState
trigger1 = time >= 55
value = 0
ctrl = 1

[state 0,0]
type = posadd
trigger1 = time >= 18
x = 1
persistent = 2
[state 0,0]
type = posadd
trigger1 = time >= 19
x = -1
persistent = 2

;------------------------------------------------
;旋一閃　サイ
[Statedef 2034]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7550
sprpriority = 2
velset = 0,0

[state 0,0]
type = envshake
trigger1 = time = 0
time = 25
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 0,7
[State 0, 0]
type = PlaySnd
trigger1 = time = 16
value = 101,5
[State 0, 0]
type = PlaySnd
trigger1 = time = 18
value = 101,3

[state 0,0]
type = posadd
trigger1 = time = 0
x = -40

[state 0,0]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state 0,0]
type = posset
trigger1 = time <= 10
y = 0

[State 3000, effect]
type = Explod
trigger1 = time = 16
anim = 7551
postype = p1
pos = 43,0
ownpal = 1
sprpriority = 5
supermovetime =100

[state 0,0]
type = posadd
trigger1 = animtime = 0
x = 20
[State 0, 0]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1







;アルカナ236ab----------------------------------------------------------------
[Statedef 2040]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7553
sprpriority = 2

[state 0,0]
type = changeanim
trigger1 = time = 90
value = 7554

[state 0,0]
type = playsnd
trigger1 = time = 10
value = 2,8
channel = 0

[State 0, 0]
type = PlaySnd
persistent = 0
trigger1 = animelem = 5
value = 200,15
channel = 0

[state 0,reverse]
type = varset
trigger1 = animelem = 1
fvar(5) = 0.4
persistent = 0

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 7
time = 59
movetime = 59
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
;triggerall = var(41) = 2
trigger1 = time = 7
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 7
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1991
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 7
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994;9
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5




;[state 0,0]
;type = varset
;trigger1 = time = 80
;v = 8
;value = 600

[state 0,0]
type = velset
triggerall = p2dist x >= 20
trigger1 = time = [30,45]
x = 1
[state 0,0]
type = velset
triggerall = p2dist x >= 20
trigger1 = time = [46,60]
x = 2.5
[state 0,0]
type = velset
;triggerall = p2dist x >= 20
trigger1 = time = [60,80]
x = 9

[State 210, 3]
type = ChangeState
trigger1 = time >= 120
value = 0
ctrl = 1

[State 210, 3]
type = ChangeState
triggerall = time >= 60
trigger1 = movehit
value = 2041


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 68
persistent = 0
attr = S, HA
damage = 5, 5
getpower = 0
givepower = 18,9
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 1, 6
guard.pausetime = 1, 6
sparkno = 2
sparkxy = -8, -54
hitsound = S300, 9
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
;air.hittime  = 8
kill = 0
ground.velocity = -3,-7.6
air.velocity = -4.4,-8
fall = 1
envshake.time = 10
envshake.ampl = 2
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -8
down.velocity = -5,-1
p2stateno = 2042

[state 0,0]
type = playerpush
trigger1 = time = [70,100]
value = 0

;hit----------------------------------------------------------------
[Statedef 2041]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2
velset = 4,0

[state 0,0]
type = playerpush
trigger1 = 1
value = 0

[state 0,0]
type = velset
trigger1 = time <= 20
x = 4

[State 0, 1]
type = PlaySnd
trigger1 = time = 4
value = 2,19
channel = 0

[State 0, 0]
type = Explod
trigger1 = time = 0
postype = p1
pos = floor(p2dist x),-45
anim = 7425
ownpal = 1
keyctrl = 0
sprpriority = 5
;ontop = 1
scale = 2,1
;bindtime = -1

[State 210, 3]
type = ChangeState
trigger1 = time >= 150
value = 0
ctrl = 1


[State 3000, effect]
type = Explod
trigger1 = time = 100
anim = f3
postype = p2
pos = 0,-60
random = 10,30
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100

[state 0,0]
type = hitadd
trigger1 = time = 100
value = 1


;------------------------------------------------
;相手ヒット状態
[Statedef 2042]
type    = A
movetype= H
physics = N
ctrl = 0
;anim = 7404
sprpriority = 3
velset = 0,0

[state 0,0]
type = posadd
trigger1 = time = 0
y = -10

[state 0,0]
type = lifeadd
trigger1 = time = 100
value = -185


[state 0,0]
type = changeanim
trigger1 = time >= 0
value = 5010

[state 0,0]
type = velset
trigger1 = time = 100
y = -5

[State 0, 0]
type = selfState
trigger1 = time >= 101
value = 5050
ctrl = 0



;拳法殺し----------------------------------------------------------------
[Statedef 2049]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7750
sprpriority = 2

[state 0,0]
type = changestate
trigger1 = time = 40
value = 2050

[State 0, 0]
type = PlaySnd
persistent = 0
trigger1 = time = 1
value = 2,2
channel = 0

;拳法殺し----------------------------------------------------------------
[Statedef 2050]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7750
sprpriority = 2

[state 0,0]
type = changeanim
trigger1 = time = 90
value = 7554

[state 0,0]
type = changeanim
trigger1 = time = 200
value = 7762

[state 0,0]
type = playsnd
trigger1 = time = 50
value = 2,42
channel = 0

[state 0,reverse]
type = varset
trigger1 = animelem = 1
fvar(5) = 0.4
persistent = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 225

[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 12
time = 218
movetime = 218
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 12
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 12
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 12
anim = 7049
postype = p1
pos = 5,-65
ownpal = 1
sprpriority = 5
;ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 12
anim = 7048
postype = p1
pos = 5,-65
ownpal = 1
sprpriority = 5
;ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1



[state 0,0]
type = varset
trigger1 = time = 0
v = 19
value = 0
[state 0,0]
type = varadd
trigger1 = time >= 60
v = 19
value = -1

[State 210, 3]
type = ChangeState
trigger1 = time >= 260
value = 0
ctrl = 1







[State 1000,0]
type = projectile
trigger1 = time = 50
persistent = 0
velocity = 5,(var(19))*0.2
remvelocity = 5,(var(19))*0.2
projanim = 7757
projremovetime = 180;7607
projhitanim = 7757
offset = 55 - floor(time*0.4),30 - time
attr = A,HP
animtype = heavy
damage = 35,25
guardflag = MA
pausetime = 6,13
sparkno =-1
sparkky =0,0
hitsound = S101, 5
guardsound =S0,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -4,-1
air.fall = 1
fall.recovertime = 20
;guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0
envshake.ampl = 2


[State 1000,0]
type = projectile
trigger1 = time = 58
persistent = 0
velocity = 5,(var(19))*0.2 - 1
remvelocity = 5,(var(19))*0.2 - 1
projanim = 7751
projremovetime = 180;7607
projhitanim = 7751
offset = 50 - floor(time*0.4),30 - time
attr = A,HP
animtype = heavy
damage = 70,30
guardflag = MA
pausetime = 6,13
sparkno =-1
sparkky =0,0
hitsound = S101, 5
guardsound =S0,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -4,-1
air.fall = 1
fall.recovertime = 20
;guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0
envshake.ampl = 2


[State 1000,0]
type = projectile
trigger1 = time = [66,74]
persistent = 8
velocity = 5,(var(19))*0.2
remvelocity = 5,(var(19))*0.2
projanim = 7752
projremovetime = 180;7607
projhitanim = 7752
offset = 50 - floor(time*0.4),30 - time
attr = A,HP
animtype = heavy
damage = 35,25
guardflag = MA
pausetime = 6,13
sparkno =-1
sparkky =0,0
hitsound = S101, 5
guardsound =S0,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -4,-1
air.fall = 1
fall.recovertime = 20
;guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0
envshake.ampl = 2

[State 1000,0]
type = projectile
trigger1 = time = [82,90]
persistent = 8
velocity = 5,(var(19))*0.2
remvelocity = 5,(var(19))*0.2
projanim = 7753
projremovetime = 180;7607
projhitanim = 7753
offset = 50 - floor(time*0.4),30 - time
attr = A,HP
animtype = heavy
damage = 35,25
guardflag = MA
pausetime = 6,13
sparkno =-1
sparkky =0,0
hitsound = S101, 5
guardsound =S0,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -4,-1
air.fall = 1
fall.recovertime = 20
;guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0
envshake.ampl = 2

[State 1000,0]
type = projectile
trigger1 = time = [98,106]
persistent = 8
velocity = 5,(var(19))*0.2
remvelocity = 5,(var(19))*0.2
projanim = 7754
projremovetime = 180;7607
projhitanim = 7754
offset = 50 - floor(time*0.4),30 - time
attr = A,HP
animtype = heavy
damage = 35,25
guardflag = MA
pausetime = 6,13
sparkno =-1
sparkky =0,0
hitsound = S101, 5
guardsound =S0,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -4,-1
air.fall = 1
fall.recovertime = 20
;guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0
envshake.ampl = 2

[State 1000,0]
type = projectile
trigger1 = time = [114,122]
persistent = 8
velocity = 5,(var(19))*0.2
remvelocity = 5,(var(19))*0.2
projanim = 7755
projremovetime = 180;7607
projhitanim = 7755
offset = 50 - floor(time*0.4),30 - time
attr = A,HP
animtype = heavy
damage = 35,25
guardflag = MA
pausetime = 6,13
sparkno =-1
sparkky =0,0
hitsound = S101, 5
guardsound =S0,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -4,-1
air.fall = 1
fall.recovertime = 20
;guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0
envshake.ampl = 2

[State 1000,0]
type = projectile
trigger1 = time = [130,146]
persistent = 8
velocity = 5,(var(19))*0.2
remvelocity = 5,(var(19))*0.2
projanim = 7759
projremovetime = 180;7607
projhitanim = 7759
offset = 55 - floor(time*0.5),30 - time
attr = A,HP
animtype = heavy
damage = 35,25
guardflag = MA
pausetime = 6,13
sparkno =-1
sparkky =0,0
hitsound = S101, 5
guardsound =S0,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -4,-1
air.fall = 1
fall.recovertime = 20
;guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0
envshake.ampl = 2

[State 1000,0]
type = projectile
trigger1 = time = 154
persistent = 0
velocity = 5,(var(19))*0.2
remvelocity = 5,(var(19))*0.2
projanim = 7756
projremovetime = 180;7607
projhitanim = 7756
offset = 45 - floor(time*0.5),30 - time
attr = A,HP
animtype = heavy
damage = 35,25
guardflag = MA
pausetime = 6,13
sparkno =-1
sparkky =0,0
hitsound = S101, 5
guardsound =S0,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -4,-1
air.fall = 1
fall.recovertime = 20
;guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0
envshake.ampl = 2


[State 1000,0]
type = projectile
trigger1 = time = 162
persistent = 0
velocity = 5,(var(19))*0.2
remvelocity = 5,(var(19))*0.2
projanim = 7761
projremovetime = 180;7607
projhitanim = 7761
offset = 35 - floor(time*0.5),40 - time
attr = A,HP
animtype = heavy
damage = 35,25
guardflag = MA
pausetime = 6,13
sparkno =-1
sparkky =0,0
hitsound = S101, 5
guardsound =S0,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -4,-1
air.fall = 1
fall.recovertime = 20
;guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0
envshake.ampl = 2

[State 1000,0]
type = projectile
trigger1 = time = 170
persistent = 0
velocity = 5,(var(19))*0.2
remvelocity = 5,(var(19))*0.2
projanim = 7758
projremovetime = 180;7607
projhitanim = 7758
offset = 25 - floor(time*0.5),50 - time
attr = A,HP
animtype = heavy
damage = 35,25
guardflag = MA
pausetime = 6,13
sparkno =-1
sparkky =0,0
hitsound = S101, 5
guardsound =S0,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -4,-1
air.fall = 1
fall.recovertime = 20
;guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0
envshake.ampl = 2


[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 180
helpertype = normal
name = "rakka"
ID = 2051
stateno = 2051
postype = p1
pos = floor(p2dist x),0
keyctrl = 0
ownpal = 1
;size.xscale = 0.5
;size.yscale = 0.5

;拳法殺し--落下編--------------------------------------------------------------
[Statedef 2051]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 9999
sprpriority = 2

[state 0,0]
type = posadd
trigger1 = 1
persistent = 10
x = floor(p2dist x)
y = floor(p2dist y)


[State 1000,0]
type = projectile
trigger1 = time >= 100
persistent = 35
velocity = 0,9
remvelocity = 0,0
projanim = 7763
projremovetime = 230;7607
projhitanim = 7763
offset = (random%10) - 5,-340
attr = A,HP
animtype = heavy
damage = 15,5
guardflag = HA
hitflag = MAFD
pausetime = 6,6
sparkno =-1
sparkky =0,0
hitsound = S101, 5
guardsound =S0,0
ground.type = high
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -2
air.velocity = -2,5
air.fall = 1
fall.recovertime = 10
guard.kill = 0;ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = 0
envshake.ampl = 2

[state 0,0]
type = destroyself
trigger1 = time = 250




;---------------------------------------------------------------------------
;斬空閃ex 改
[Statedef 2060]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7750
sprpriority = 2
poweradd = 0

[state 0,0]
type = changeanim
trigger1 = prevstateno != 7040
trigger1 = time = 0
value = 7750

[state 0,0]
type = changeanim
triggerall = anim = 7750
trigger1 = animelemtime(1) = 40
value = 7762


[State 3500, 1]
type = SuperPause
persistent = 0
triggerall = anim = 7750
trigger1 = animelemtime(1) = 1
time = 70
movetime = 70
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
;triggerall = var(41) = 2
triggerall = anim = 7750
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
persistent = 0
triggerall = anim = 7750
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1991
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
triggerall = anim = 7750
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994;9
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 0, 1]
type = PlaySnd
triggerall = anim = 7750
trigger1 = animelemtime(1) = 10
value = 2,38
channel = 0


[State 210, 3]
type = ChangeState
triggerall = anim = 7762
trigger1 = animelemtime(4) >= 100
value = 0
ctrl = 1

[State 0, 0]
type = Helper
triggerall = anim = 7762
trigger1 = animelemtime(4) >= 30
persistent = 12
helpertype = normal
name = "zanku"
ID = 2061
stateno = 2061
postype = p1
pos = 85 - floor(time*0.5),40 - time
keyctrl = 0
ownpal = 0

;--------------------------------------------------------------------------
;攻撃判定ex
[Statedef 2061]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 7785;51
sprpriority = 5
velset = 0,0

[state 0,0]
type = changestate
trigger1 = parent,movetype = H
value = 2063

[state 0,0]
type = changestate
trigger1 = time >= 8
trigger1 = parent,command != "holdx"
trigger1 = parent,command != "holdy"
value = 2062

;--------------------------------------------------------------------------
;攻撃判定ex
[Statedef 2062]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7751
sprpriority = 3
;velset = 7,0

[state 0,0]
type = reversaldef
;trigger1 = enemy,movetype = A
trigger1 = 1;time <= 12
Reversal.Attr = SCA;, NP,SP,HP
pausetime = 1,1
hitsound = S30,2
numhits = 0
sparkno = -1
sparkxy = 30,2
persistent = 0
p1stateno = 2063

[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 32, 3

[state 0,0]
type = veladd
trigger1 = time <= 13
x = 0.5

[state 0,0]
type = changestate
trigger1 = parent,movetype = H
value = 2063

[state 0,0]
type = palfx
trigger1 = time >= 0
time = 2
add = 150,-100,0
ignorehitpause = 1

[state 0,basuke]
type = parentvaradd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = parent,var(27) = 0
;;tt
v = 7
value = 1
persistent = 0

[state 2, hoshi]
type = parentvaradd
triggerall = parent,var(41) = 2
trigger1 = parent,var(24) < 7
trigger1 = parent,var(43) <= 3
;trigger1 = parent,Numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 2, limitstar]
type = parentvaradd
triggerall = parent,var(41) = 2
triggerall = parent,var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1


[State 210, 3]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = A, HP
damage = 27, 3
getpower = 0
givepower = 16,13
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, hit
pausetime = 5, 13
guard.pausetime = 4, 4
sparkno = 2
sparkxy = -8, -14
hitsound = S101, 5
guardsound = S0, 0
ground.type = high
ground.slidetime = 13
ground.hittime  = 16
ground.velocity = -8,0
air.velocity = -8,-3.6
;fall = 1
air.fall = 1
fall.recovertime = 20
guard.kill = ifelse(parent,var(49)>0,1,ifelse(parent,var(41)=2,1,0));0
envshake.time = 10
ground.cornerpush.veloff = -3
envshake.ampl = 2
guard.slidetime = 12
guard.velocity = -5

[State 210, 3]
type = ChangeState
trigger1 = frontedgedist <= -10
trigger2 = movecontact
value = 2063


;--------------------------------------------------------------------------
;攻撃判定exdest
[Statedef 2063]
type    = A
movetype= I
physics = N
ctrl = 0
sprpriority = 5
;velset = 0,0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 2
ignonrehitpause = 1

[state 0,0]
type = velmul
trigger1 = vel x >= 1
x = 0.7

[state 0,0]
type = veladd
trigger1 = pos y <= 0
y = 0.45

[state 0,0]
type = changestate
trigger1 = pos y >= 0
value = 2064

;--------------------------------------------------------------------------
;攻撃判定exdestjimen
[Statedef 2064]
type    = S
movetype= I
physics = N
anim = 7786
ctrl = 0
sprpriority = 3
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 0,1

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

[state 0,0]
type = assertspecial
trigger1 = time >= 50
flag = invisible
ignorehitpause = 1
persistent = 5

[state 0,0]
type = destroyself
trigger1 = time = 70








;---:::::::::::::::::::::::::::::::::::::::::::::
;召喚-----
[Statedef 2080]
type    = U
movetype= A
physics = U
ctrl = 0
anim = 7556
sprpriority = 2
velset = 0,0

[state 0,0]
type = velset
trigger1 = time <= 50
x = 0
y = 0

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 9
value = 2, 36
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 9
value = 2, 37
channel = 0


[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 0
time = 50
movetime = 50
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)
[State 0, 0]
type = Helper
;triggerall = var(41) = 2
triggerall = anim = 7750
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200


[State 0, 0]
type = Helper
persistent = 0
triggerall = anim = 7750
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5


[State 0, 0]
type = PlaySnd
trigger1 = time = 10
value = 300, 0

[State 0, 0]
type = Helper
trigger1 = time = 49
helpertype = normal
name = "chibi"
ID = 1031
stateno = 2081
postype = p1
pos = 50,-60
keyctrl = 0
ownpal = 1

[State 0, 0]
type = Explod
trigger1 = time = 10
postype = p1
pos = 15,0
anim = 7023
ownpal = 1
keyctrl = 0
sprpriority = 5
removeongethit = 1

[State 210, 3]
type = ChangeState
trigger1 = time = 60
trigger1 = statetype = A
value = 50
ctrl = 1
[State 210, 3]
type = ChangeState
trigger1 = time = 60
trigger1 = statetype != A
value = 0
ctrl = 1


;--------1030------------------------------------------------------------------
;本体   固定
[Statedef 2081]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 7821
sprpriority = -2

[State 0, 0]
type = Explod
triggerall = parent,stateno = 2080
trigger1 = time = 0
;postype = p1
pos = 0,-15
anim = 7442
ownpal = 1
keyctrl = 0
sprpriority = 5

[State 2, shild]
type = null;HitOverride
trigger1 = 1
time = 2
attr = SCA, NA, SA, HA
stateno = 2083
IgnoreHitPause = 1
[State 2, shild]
type = HitOverride
trigger1 = 1
time = 2
attr = SCA, NP, SP, HP
stateno = 2082
IgnoreHitPause = 1
[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,AA,AT
time = 2
[State 0,0]
type = hitby
ignorehitpause = 1
trigger1 = time >= 0
value = SCA,AP
time = 2


[state 0,0]
type = turn
trigger1 = p2dist x < -1

[state 0,0]
type = changestate
trigger1 = var(20) >= 600
value = 1034
ignorehitpause = 0


[state 0,0]
type = palfx
trigger1 = time >= 10
time = 5
add = 20,20,0
persistent = 10

[state 0,reverse]
type = varadd
trigger1 = time >= 1
var(20) = 1

;[State 210, 3]
;type = ChangeState
;triggerall = time >= 30
;trigger1 = parent,movetype = H
;trigger1 = parent,stateno != [120,155]
;value = 2082

;--------1030------------------------------------------------------------------
;本体   で、出るっ
[Statedef 2082]
type    = A
movetype= A
physics = N
ctrl = 0
;anim = 7821
sprpriority = -2

[state 0,0]
type = palfx
trigger1 = time = 0
time = 55
add = 120,100,100

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 6,4
channel = 2
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
trigger1 = random >= 600
value = 6,1
channel = 2


[State 2, shild]
type = HitOverride
trigger1 = 1
time = 2
attr = SCA, NA, SA, HA,AP
stateno = 2083
IgnoreHitPause = 1
[State 2, shild]
type = null;HitOverride
trigger1 = 1
time = 2
attr = SCA, NP, SP, HP
stateno = 2082
IgnoreHitPause = 1
[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time <= 5
value = SCA
time = 2
[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time >= 5
value = SCA,AT
time = 2
[State 0,0]
type = hitby
ignorehitpause = 1
trigger1 = time >= 5
value = SCA,AA,AP
time = 2

[State 1000, r]
type = Helper
triggerall = roundstate = 2
triggerall = parent,Numhelper(9879) <= 2
trigger1 = time = 5
helpertype = normal
name = "ai"
pos = 0,-30
postype = p1
stateno = 9879
ownpal = 1
id = 9879
keyctrl = 0
size.xscale = 0.5
size.yscale = 0.5

[State 210, 3]
type = ChangeState
trigger1 = time = 60
value = 2081


;---------------------------------------------------------------------------
;本体 やられて終了
[Statedef 2083]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 7437
sprpriority = 0
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 6, 3

[State 0, 0]
type = Explod
trigger1 = time = 0
;postype = p1
pos = 0,-15
anim = 7442
ownpal = 1
keyctrl = 0
sprpriority = 5
[state 0,0]
type = velset
trigger1 = time = 13
x = 0.2
y = 1
[state 0,0]
type = veladd
trigger1 = time >= 13
y = 0.02
[state 0,0]
type = velset
trigger1 = time >= 20
x = 0
y = 0.5
persistent = 45
[state 0,0]
type = veladd
trigger1 = time >= 20
x = 0.04

[state 0,0]
type = turn
trigger1 = time >= 20
persistent = 45

[state 0,0]
type = changestate;destroyself
trigger1 = pos y >= -2
value = 1035


;---:::::::::::::::::::::::::::::::::::::::::::::
;北斗 砕破拳
[Statedef 2090]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7824
sprpriority = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 1
value = 2, 44
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 130
value = 2, 45
channel = 0


[State 3500, 1]
type = SuperPause
persistent = 0
trigger1 = time = 0
time = 130
movetime = 130
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = -2000
[State 0, 0]
type = Helper
;triggerall = var(41) = 2
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1996
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
persistent = 0
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5
[State 0, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = time = 21
helpertype = normal
name = "hokuto"
ID = 1997
stateno = 1996
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Explod
trigger1 = time = 136
postype = p1
pos = 5,0
anim = 7825
ownpal = 1
keyctrl = 0
sprpriority = -5

[State 0, 0]
type = Explod
trigger1 = time = 136
postype = p1
pos = 0,0
anim = 7826
ownpal = 1
keyctrl = 0
sprpriority = 5
scale = 1.25,1.25

[State 0, 0]
type = Explod
trigger1 = time = 140
postype = p1
pos = 5,0
anim = 7853
ownpal = 1
keyctrl = 0
sprpriority = 4

[State 210, 3]
type = ChangeState
trigger1 = time >= 205
value = 0
ctrl = 1



[State 200, HitDef1]
type = HitDef
triggerall = var(27) = 0
trigger1 = time >= 100
persistent = 0
attr = S, HA
damage = 85, 10
getpower = 0
givepower = 100
animtype = heavy
guardflag = M
hitflag = MAF
priority = 6, hit
pausetime = 15, 35
guard.pausetime = 13, 12
sparkno = 3
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
;air.hittime  = 8
ground.velocity = -1,ifelse(Numhelper(9055)>=1,-12.5,-7)
air.velocity = -0.6,ifelse(Numhelper(9055)>=1,-12.5,-7)
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = 1;ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 10
guard.velocity = -2
forcestand = 1

[State 200, HitDef1]
type = HitDef
triggerall = var(27) >= 1
trigger1 = time >= 100
persistent = 0
attr = S, HA
damage = 85, 10
getpower = 0
givepower = 100
animtype = heavy
guardflag = M
hitflag = MAF
priority = 6, hit
pausetime = 15, 35
guard.pausetime = 13, 12
sparkno = 3
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
;air.hittime  = 8
ground.velocity = -1,ifelse(Numhelper(9055)>=1,-12.5,-7)
air.velocity = -0.6,ifelse(Numhelper(9055)>=1,-12.5,-7)
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = 1;ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 10
guard.velocity = -2
forcestand = 1
p2stateno = 8715


[State 3900, NotHitBy]
type = NotHitBy
trigger1 = time <= 140
value = SCA,AA
time = 1
[State 3900, NotHitBy]
type = HitBy
trigger1 = time <= 140
value = SCA,AP,AT
time = 1

[state 0,basuke]
type = varadd
triggerall = movehit
trigger1 = enemy,statetype = A
trigger1 = var(27) = 0
;;tt
v = 7
value = 1
persistent = 0

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = numhelper(9055) >= 1
trigger1 = movehit
v = 24
value = 1
persistent = 0
[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = movehit
v = 24
value = 1
persistent = 0
ignorehitpause = 1
[state 2, limitstar]
type = varadd
triggerall = var(41) = 2
triggerall = var(43) <= 3
trigger1 = time = 2
v = 43
value = 1
persistent = 0
ignorehitpause = 1
[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = var(43) <= 3
trigger1 = movehit
v = 24
value = 1
persistent = 0
ignorehitpause = 1


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;ちょうきゃくぅー…ほうおうしょおー！！！！
;溜め
[Statedef 2020]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7039
sprpriority = 2

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 200,16
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
trigger1 = random >= 500
value = 200,14
channel = 0

[State 3000, effect]
type = Explod
trigger1 = time = 6
anim = 7049
postype = p1
pos = -5,-72
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
trigger1 = time = 6
anim = 7048
postype = p1
pos = -5,-72
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,-130
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = !moveguarded
trigger1 = time <= 90
value = SCA
time = 2

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 60
movetime = 60
pos = -14,-9
ownpal = 1
anim = -1
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)

[state 0,0]
type = changeanim
trigger1 = time = 53
value = 2040

[state 0,0]
type = velset
trigger1 = time >= 60
x = 10

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = movehit
v = 24
value = 1
ignorehitpause = 1
persistent = 0

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 60
persistent = 0
attr = S, HA
damage = 1, 1
getpower = 0
givepower = 1,1
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 8, hit
pausetime = 15, ifelse(enemy,statetype != A,28,25)
guard.pausetime = 10, 12
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
;air.hittime  = 8
ground.velocity = 0,0
air.velocity = -1,-3
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -1
forcestand = 1

[State 210, 3]
type = ChangeState
trigger1 = movehit
value = 2021

[State 210, 3]
type = ChangeState
trigger1 = time >= 100
value = 101
ctrl = 0


;---------------------------------------------------------------------------
;ヒット後メッタメタのギッタギタにしてやるぜ
[Statedef 2021]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 7041
sprpriority = 2
velset = 1.4,0

[State 0, 0]
type = PlaySnd
trigger1 = time = 12
value = 200,17
channel = 0

[State 200, HitDef1];肘鉄砲
type = HitDef
trigger1 = animelem = 5
persistent = 0
attr = S, HA
damage = 23, 2
getpower = 0
givepower = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 8, hit
pausetime = 2, 12
guard.pausetime = 10, 12
sparkno = 2
sparkxy = -8, -50
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
;air.hittime  = 8
ground.velocity = -1,0
air.velocity = -1,-3
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -1

[State 200, HitDef2];けり１
type = HitDef
trigger1 = animelem = 13
persistent = 0
attr = S, HA
damage = 23, 2
getpower = 0
givepower = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 8, hit
pausetime = 2, 12
guard.pausetime = 10, 12
sparkno = 2
sparkxy = -8, -20
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
;air.hittime  = 8
ground.velocity = -1,0
air.velocity = -1,-3
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -1

[State 200, HitDef3];けり２
type = HitDef
trigger1 = animelem = 18
persistent = 0
attr = S, HA
damage = 23, 2
getpower = 0
givepower = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 8, hit
pausetime = 2, 12
guard.pausetime = 10, 12
sparkno = 2
sparkxy = -8, -54
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
;air.hittime  = 8
ground.velocity = -1,0
air.velocity = -1,-3
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -1

[State 200, HitDef4];けり3
type = HitDef
trigger1 = animelem = 22
persistent = 0
attr = S, HA
damage = 23, 2
getpower = 0
givepower = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 8, hit
pausetime = 2, 12
guard.pausetime = 10, 12
sparkno = 2
sparkxy = -8, -70
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
;air.hittime  = 8
ground.velocity = -1,0
air.velocity = -1,-3
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -1

[State 200, HitDef5];くるくる
type = HitDef
trigger1 = time >= 54
persistent = 7
attr = S, HA
damage = 23, 2
getpower = 0
givepower = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 8, hit
pausetime = 2, 12
guard.pausetime = 10, 12
sparkno = 2
sparkxy = -6, -51
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
;air.hittime  = 8
ground.velocity = -1,0
air.velocity = -1,-3
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 2022
ctrl = 0


;---------------------------------------------------------------------------
;まだだ！蹴り上げ
[Statedef 2022]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7042
sprpriority = 2
velset = 0,0

[state 0,0]
type = posadd
trigger1 = time <= 15
y = -2

[state 0,0]
type = veladd
trigger1 = time >= 25
y = 0.45

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 3
persistent = 0
attr = S, HA
damage = 23, 2
getpower = 0
givepower = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 8, hit
pausetime = 10, 10
guard.pausetime = 10, 12
sparkno = 2
sparkxy = -8, -64
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
;air.hittime  = 8
ground.velocity = -1,0
air.velocity = -1,-3
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -1
palfx.add = 0,-100,-200
palfx.time = 30
palfx.invertall = 1
palfx.sinadd = 200,80,0,5
p2stateno = 2023

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time >= 20
value = 52
ctrl = 1

[State 210, 3]
type = ChangeState
trigger1 = movehit
trigger1 = time >= 22
value = 2024
ctrl = 0


;---------------------------------------------------------------------------
;鳳凰
[Statedef 2025]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = -5
velset = 0,0

[state 0,0]
type = bgpalfx
trigger1 = time = 0
time = 5
mul = 210,210,210
[state 0,0]
type = bgpalfx
trigger1 = time = 5
time = 5
mul = 120,120,120
[state 0,0]
type = bgpalfx
trigger1 = time = [10,90]
time = 1
mul = 0,0,0
[state 0,0]
type = bgpalfx
trigger1 = time = 90
time = 5
mul = 50,50,50
[state 0,0]
type = bgpalfx
trigger1 = time = 95
time = 5
mul = 190,190,190

[State 3000, effect]
type = Explod
trigger1 = time < 20
anim = 7044
postype = p1
pos = 36,-62
ownpal = 1
removetime = 1
sprpriority = -5
supermovetime =100
bindtime = -1
scale = 0.6*(time*0.05),0.6

[State 3000, effect]
type = Explod
trigger1 = time = [20,59]
anim = 7044
postype = p1
pos = 36,-62
ownpal = 1
removetime = 1
sprpriority = -5
supermovetime =100
bindtime = -1
scale = 0.6,0.6

[State 3000, effect]
type = Explod
trigger1 = time = [60,89]
anim = 7044
postype = p1
pos = 36,-62
ownpal = 1
removetime = 1
sprpriority = -5
supermovetime =100
bindtime = -1
scale = 0.6,0.01+((time*0.02)-0.2)

[State 3000, effect]
type = Explod
trigger1 = time >= 90
anim = 7044
postype = p1
pos = 36,-62
ownpal = 1
removetime = 1
sprpriority = -5
supermovetime =100
bindtime = -1
scale = 0.6-time*0.0058,0.01+((time*0.02)-0.2)


[State 3000, effect];縦棒
type = Explod
trigger1 = time <= 90
trigger1 = random >= 800
trigger1 = Numexplod(7045) <= 8
anim = 7045
postype = left
pos = 160,120
random = 360,0
ownpal = 1
removetime = 100
sprpriority = 5
;ontop = 1
supermovetime =100
;bindtime = -1
scale = 0.5,6
id = 7045

[State 3000, effect];爆発
type = Explod
trigger1 = time >= 8
trigger1 = random >= 500
persistent = 6
anim = 7046
postype = left
pos = 160,120
random = 300,300
ownpal = 1
sprpriority = 3
supermovetime =100
;bindtime = -1
scale = 0.5,0.5

[state 0,0]
type = playsnd
trigger1 = time >= 8
trigger1 = random >= 700
value = 230,3
channel = 4

[state 0,0]
type = removeexplod
trigger1 = time = 99
id = 7045

[state 0,0]
type = destroyself
trigger1 = time = 100

;---------------------------------------------------------------------------
;んっ…フィニッシュアル…
[Statedef 2024]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7043
sprpriority = 2
velset = 0,-18

[state 2, hoshi]
type = varadd
triggerall = var(41) = 2
trigger1 = var(24) < 7
trigger1 = movehit
v = 24
value = 1
persistent = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 8
value = 200,18
channel = 0

[State 0, 0]
type = Helper
trigger1 = time = 12
helpertype = normal
name = "houou"
ID = 2025
stateno = 2025
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200


[state 0,0]
type = velset
trigger1 = time = 12
y = -1

[state 0,0]
type = veladd
trigger1 = time = 70
y = 0.45

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 15
persistent = 0
attr = S, HA
damage = 150, 10
getpower = 0
givepower = 60,9
animtype = heavy
;guardflag = MA
hitflag = MAF
priority = 8, hit
pausetime = 1, 14
guard.pausetime = 1, 12
sparkno = 2
sparkxy = -8, -54
hitsound = S230, 2
guardsound = S0, 0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
;air.hittime  = 8
ground.velocity = -5,-12
air.velocity = -5,-15
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -1

[state 0,0]
type = changestate
trigger1 =animtime = 0
value = 5040
ctrl = 0

;---------------------------------------------------------------------------
;蹴り上げられた
[Statedef 2023]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5030
sprpriority = 2
velset = 0,-7

[state 0,0]
type = selfstate
trigger1 = time >= 40
value = 5050

[state 0,0]
type = screenbound
trigger1 = 1
value = 0








;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;LD いなつるびのかたま
[Statedef 4000]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7750
sprpriority = 1
velset = 0,0
[state 0,reverse]
type = varset
trigger1 = time = 129
fvar(5) = 0.3
persistent = 0


[state 0,0]
type = powerset
trigger1 = time <= 2
value = 0

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 1
value = 2,39
channel = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 65

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 63
movetime = 63
pos = -14,-9
ownpal = 1
anim =-1
sound = S20,0
poweradd = 0;ifelse(var(50) = 4, -350, -1000)

[State 3000, effect]
type = Explod
trigger1 = time = 2
anim = 7049
postype = p1
pos = 4,-86
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
trigger1 = time = 2
anim = 7048
postype = p1
pos = 4,-86
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[state 0,0]
type = changeanim
trigger1 = time = 63
value = 7554

[State 210, 3]
type = ChangeState
trigger1 = time >= 130
value = 4001
;ctrl = 1

[State 0, 0]
type = Helper
trigger1 = time = 61
helpertype = normal
name = "hikari"
ID = 4002
stateno = 4002
postype = p1
pos = floor(p2dist x),0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 3000, effect]
type =null; Explod
trigger1 = time = 60
anim = 7769
postype = p1
pos = floor(p2dist x),0
ownpal = 1
sprpriority = 5
;ontop = 1
supermovetime =200
bindtime = -1
;removeongethit = 1

;---------------------------------------------------------------------------
;LD いなつるびのかたま2
[Statedef 4001]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7770
sprpriority = 1
velset = 12,0

[State 0, 0]
type = PlaySnd
trigger1 = time = 1
value = 2,51
channel = 0

[state 0,0]
type = posadd
trigger1 = time = 16
x = floor(p2dist x) + 60

[State 3000, effect]
type = Explod
trigger1 = time = 16
anim = 7768
postype = left
pos = 0,-5
ownpal = 1
sprpriority = 5
;ontop = 1
supermovetime =200
bindtime = -1
;removeongethit = 1

[State 210, 3]
type = ChangeState
trigger1 = time >= 85
value = 0
ctrl = 1

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 5
persistent = 0
attr = S, HP
damage = 250
numhits = 31
getpower = 0
animtype = heavy
hitflag = MAF
priority = 5, hit
pausetime = 0, 15
sparkno = -1
sparkxy = -8, -64
hitsound = S60,3
guardsound = -1
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0


;---------------------------------------------------------------------------
;LD いなつるびのかたま hikari
[Statedef 4002]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7769
sprpriority = 4
velset = 0,0

[State 3000, effect]
type = Explod
trigger1 = time = 6
trigger2 = time = 31
anim = 7595
postype = p1
random = 38,38
pos = 0,-45
ownpal = 1
sprpriority = 5
;ontop = 1
supermovetime =200
;bindtime = -1
;removeongethit = 1

[State 3000, effect]
type = Explod
trigger1 = time = 9
trigger2 = time = 25
anim = 7596
postype = p1
random = 38,38
pos = 0,-45
ownpal = 1
sprpriority = 5

[State 3000, effect]
type = Explod
trigger1 = time = 16
trigger2 = time = 40
anim = 7597
postype = p1
random = 38,38
pos = 0,-45
ownpal = 1
sprpriority = 5

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 210, 3]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 5
persistent = 10
attr = S, HP
damage = 65
kill = 0
getpower = 0
animtype = heavy
hitflag = MAF
priority = 5, hit
pausetime = 0, 25
sparkno = -1
sparkxy = -8, -64
hitsound = S60,3
guardsound = -1
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-4
air.velocity = 0,-3
fall = 1
air.fall = 1
fall.recover = 0

[State 210, 3]
type = destroyself
trigger1 = animtime = 0



;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;LD
[Statedef 4000]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7254
sprpriority = 1
velset = 0,0
[state 0,reverse]
type = varset
trigger1 = time = 129
fvar(5) = 0.3
persistent = 0


[state 0,0]
type = powerset
trigger1 = time <= 2
value = 0

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 1
value = 200,21
channel = 0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 65

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 63
movetime = 63
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = 0;ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1995
postype = back
pos = -220,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
trigger1 = time = 2
anim = 7049
postype = p1
pos = 4,-86
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
trigger1 = time = 2
anim = 7048
postype = p1
pos = 4,-86
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 0, 0]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "asakura"
ID = 3900
stateno = 3900
postype = p1
pos = -30,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = changeanim
trigger1 = time = 160
value = 7331

[State 210, 3]
type = ChangeState
trigger1 = time >= 165
trigger1 = Numhelper(3900) = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LD 朝倉
[Statedef 3900]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7338
sprpriority = 1
velset = -0.5,0

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 60, 0

[state 0,0]
type = playsnd
trigger1 = time = 1
value = 410, 1

[state 0,0]
type = palfx
trigger1 = time <= 25
time = 1
mul = time*10,time*10,time*10

[state 0,0]
type = bgpalfx
trigger1 = time <= 25
time = 1
mul = 100,100,100

[state 0,0]
type = changeanim
trigger1 = time = 50
value = 7294

[state 0,0]
type = velset
trigger1 = time = 50
x = 0

[state 0,0]
type = posadd
trigger1 = time = 52
x = p2dist x - 60


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 50
persistent = 0
attr = S, HA
damage = 1, 1
kill = 0
getpower = 0
animtype = heavy
hitflag = MAF
priority = 5, hit
pausetime = 1, 1
guard.pausetime = 1, 1
sparkno = -1
sparkxy = -8, -64
hitsound = S60,3
guardsound = -1
ground.type = high
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -8,-5
air.velocity = -8,-5
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 3901
p2stateno = 3902



[state 0,0]
type = changestate
trigger1 = time = 60
value = 3903

;---------------------------------------------------------------------------
;朝倉
[Statedef 3901]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0

[state 0,0]
type = changeanim
trigger1 = time = 15
value = 7296
[State 3000, effect]
type = Explod
trigger1 = time = 15
anim = 7349
;postype = p1
pos = 0,0
ownpal = 0
sprpriority = 5

[state 0,0]
type = playsnd
trigger1 = time = 70
value = 410, 0

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 7298
;postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
;ontop = 1
;supermovetime =100
;bindtime = -1
;removeongethit = 1

[State 3000, effect]
type = Explod
trigger1 = time = 51
trigger2 = time = 151
trigger3 = time = 230
anim = 7297
;postype = p1
pos = -7,0
ownpal = 1
sprpriority = 5

[state 0,0]
type = playsnd
trigger1 = time = 51
trigger2 = time = 151
trigger3 = time = 230
value = 60, 4

[state 0,0]
type = changestate
trigger1 = animtime = 0
value = 3903


;---------------------------------------------------------------------------
;朝倉osimai
[Statedef 3903]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 7293
sprpriority = 2
velset = 0,0

[State 0, 0]
type = PlaySnd
triggerall = prevstateno = 3901
trigger1 = time = 0
value = 410, 2
[State 0, 0]
type = PlaySnd
triggerall = prevstateno != 3901
trigger1 = time = 0
value = 410, 3

[state 0,0]
type = palfx
trigger1 = time <= 25
time = 1
mul = 255-(time*10),255-(time*10),255-(time*10)

[state 0,0]
type = bgpalfx
trigger1 = time <= 25
time = 1
mul = 100,100,100

[state 0,0]
type = destroyself
trigger1 = time = 25

;---------------------------------------------------------------------------
;朝倉　さされた方
[Statedef 3902]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority =2
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 11, 0
channel = 0

[state 0,0]
type = lifeadd
trigger1 = time = 1
value = -380
kill = 0

[state 0,0]
type = lifeadd
trigger1 = time = 51
trigger2 = time = 151
trigger3 = time = 230
value = -40
kill = 0

[state 0,0]
type = changeanim2
trigger1 = time = 51
trigger2 = time = 151
trigger3 = time = 230
value = 7330

[state 0,0]
type = lifeadd
trigger1 = time = 235
value = -20

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 7295

[state 0,0]
type = velset
trigger1 = time = 299
x = -2
y = -2

[state 0,0]
type = selfstate
trigger1 = time = 300
value = 5100


;---------------------------------------------------------------------------
;LD 自分
[Statedef 4001]
type    = S
movetype= A
physics = S
ctrl = 0
;anim = 7096
sprpriority = 5
velset = 0,0

[state 0,0]
type = playsnd
trigger1 = time = 10
value = 200, 10
channel = 0

[state 0,0]
type = removeexplod
trigger1 = time = 1
id = 8800

[state 0,0]
type = assertspecial
trigger1 = var(41) = 2
flag = nomusic

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(41) = 2
value = 1000,0
loop = 1
channel = 2
volume = 50

[state 0,0]
type = varset
trigger1 = time = 0
trigger1 = var(41) = 2
v = 23
value = 1

[state 0,0]
type = allpalfx
trigger1 = time <= 10
time = 1
add = time*25,time*25,time*25
[state 0,0]
type = allpalfx
trigger1 = time = [10,20]
time = 1
add = 255,255,255
[state 0,0]
type = allpalfx
trigger1 = time = [20,63]
time = 1
add = 255-(time*4),255-(time*4),255-(time*4)

[state 0,0]
type = assertspecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG

[State 3500, 1]
type = SuperPause
trigger1 = time = 0
time = 320
movetime = 320
pos = -14,-9
ownpal = 1
anim = S8999
sound = -1;S20,0
poweradd = 0

[State 3000, effect];背景
type = Explod
trigger1 = time = 20
anim = 7252
postype = left
pos = -90,-40
ownpal = 1
sprpriority = -5
;ontop = 1
scale = 0.8,0.8
supermovetime =9000
bindtime = -1
;removeongethit = 1

[State 0, 0]
type = Helper
trigger1 = time = 101
helpertype = normal
name = "back"
ID = 4010
stateno = 4010
postype = left
pos = 140,120
keyctrl = 0
ownpal = 1
pausemovetime = 2200
supermovetime = 2200
;size.xscale = 0.5
;size.yscale = 0.5

[state 0,0]
type = changeanim
trigger1 = time = 11
value = 7254

[state 0,0]
type = posset
trigger1 = facing = 1
trigger1 = time = 11
x = -30
y = 0
[state 0,0]
type = posset
trigger1 = facing = -1
trigger1 = time = 11
x = 30
y = 0

[state 0,0]
type = varset
trigger1 = time = 280
v = 24
value = 0

[state 0,0]
type = targetbind
trigger1 = time = 11
pos = 50,0

[state 0,0]
type = changestate
trigger1 = time = 320;320
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;LD aいて
[Statedef 4002]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5030
sprpriority = -2
velset = 0,0

[state 0,0]
type = lifeadd
trigger1 = time = 1
value = -580

[state 0,0]
type = changeanim
trigger1 = 1
value = 5030

[state 0,0]
type = selfstate
trigger1 = time = 2
value = 5150


;---------------------------------------------------------------------------
;天
[Statedef 4010]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 9999
sprpriority = 5
velset = 0,0
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 700,0
channel = 0

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = -6,-1
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 18
range = 1,6
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 17
range = 1,10

[State 701, Effect]
type = Explod
persistent = 10
trigger1 = random >= 450
;trigger1 = Time = [0,300]
anim = 7255
postype = left
pos = 250,-30
random = 240,40
sprpriority = 5
ownpal = 1
ignorehitpause = 1
scale = 0.1+(var(17)*0.1),0.1+(var(17)*0.1)
vel = var(19)*0.4,var(18)*0.4
removetime = 220
supermovetime = 300
ontop = 1

[State 3000, effect];背景
type = Explod
trigger1 = time = 20
anim = 7253
postype = left
pos = -90,-40
ownpal = 1
sprpriority = 5
;ontop = 1
scale = 0.8,0.8
supermovetime =9000
bindtime = -1
removetime = -1
id = 8801

[state 0,0]
type = removeexplod
trigger1 = time >= 300
trigger1 = roundstate = 2
id = 8801


[state 0,0]
type = null;destroyself
trigger1 = time >= 200

;---------------------------------------------------------------------------
;上
[Statedef 4011]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 9999
sprpriority = 5
velset = 0,0
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 700,1
channel = 0

[State 3000, effect]
type = Explod
trigger1 = time <= 30
anim = 7099
postype = left
pos = 160-(time*4),120-(time)
ownpal = 1
sprpriority = 6
ontop = 1
scale = 1-(time*0.02),1-(time*0.02)
supermovetime =900
bindtime = -1

[State 3000, effect]
type = Explod
trigger1 = time = 30
anim = 7099
removetime = 290
postype = left
pos = 160-(time*4),120-(time)
ownpal = 1
sprpriority = 6
ontop = 1
scale = 0.4,0.4
supermovetime =9000
bindtime = -1
removeongethit = 1

[state 0,0]
type = destroyself
trigger1 = parent,stateno != 4001

;---------------------------------------------------------------------------
;天2
[Statedef 4012]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 9999
sprpriority = 5
velset = 0,0
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 700,2
channel = 0

[State 3000, effect]
type = Explod
trigger1 = time <= 30
anim = 7098
postype = left
pos = 160-(time*4),120+(time)
ownpal = 1
sprpriority = 5
ontop = 1
scale = 1-(time*0.02),1-(time*0.02)
supermovetime =900
bindtime = -1

[State 3000, effect]
type = Explod
trigger1 = time = 30
anim = 7098
removetime = 250
postype = left
pos = 160-(time*4),120+(time)
ownpal = 1
sprpriority = 5
ontop = 1
scale = 0.4,0.4
supermovetime =9000
bindtime = -1
removeongethit = 1

[state 0,0]
type = destroyself
trigger1 = parent,stateno != 4001

;---------------------------------------------------------------------------
;下
[Statedef 4013]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 9999
sprpriority = 5
velset = 0,0
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 700,3
channel = 0

[State 3000, effect]
type = Explod
trigger1 = time <= 30
anim = 7100
postype = left
pos = 160-(time*4),120+(time*3)
ownpal = 1
sprpriority = 5
ontop = 1
scale = 1-(time*0.02),1-(time*0.02)
supermovetime =900
bindtime = -1

[State 3000, effect]
type = Explod
trigger1 = time = 30
anim = 7100
removetime = 210
postype = left
pos = 160-(time*4),120+(time*3)
ownpal = 1
sprpriority = 5
ontop = 1
scale = 0.4,0.4
supermovetime =9000
bindtime = -1
removeongethit = 1

[state 0,0]
type = destroyself
trigger1 = parent,stateno != 4001

;---------------------------------------------------------------------------
;唯
[Statedef 4014]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 9999
sprpriority = 5
velset = 0,0
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 700,4
channel = 0

[State 3000, effect]
type = Explod
trigger1 = time <= 30
anim = 7101
postype = left
pos = 160+(time*4),120-(time*3)
ownpal = 1
sprpriority = 5
ontop = 1
scale = 1-(time*0.02),1-(time*0.02)
supermovetime =900
bindtime = -1

[State 3000, effect]
type = Explod
trigger1 = time = 30
anim = 7101
removetime = 170
postype = left
pos = 160+(time*4),120-(time*3)
ownpal = 1
sprpriority = 5
ontop = 1
scale = 0.4,0.4
supermovetime =9000
bindtime = -1
removeongethit = 1

[state 0,0]
type = destroyself
trigger1 = parent,stateno != 4001

;---------------------------------------------------------------------------
;我
[Statedef 4015]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 9999
sprpriority = 5
velset = 0,0
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 700,5
channel = 0

[State 3000, effect]
type = Explod
trigger1 = time <= 30
anim = 7102
postype = left
pos = 160+(time*4),120-(time)
ownpal = 1
sprpriority = 6
ontop = 1
scale = 1-(time*0.02),1-(time*0.02)
supermovetime =900
bindtime = -1

[State 3000, effect]
type = Explod
trigger1 = time = 30
anim = 7102
removetime = 130
postype = left
pos = 160+(time*4),120-(time)
ownpal = 1
sprpriority = 6
ontop = 1
scale = 0.4,0.4
supermovetime =9000
bindtime = -1
removeongethit = 1

[state 0,0]
type = destroyself
trigger1 = parent,stateno != 4001

;---------------------------------------------------------------------------
;独
[Statedef 4016]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 9999
sprpriority = 5
velset = 0,0
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 700,6
channel = 0

[State 3000, effect]
type = Explod
trigger1 = time <= 30
anim = 7103
postype = left
pos = 160+(time*4),120+(time)
ownpal = 1
sprpriority = 5
ontop = 1
scale = 1-(time*0.02),1-(time*0.02)
supermovetime =900
bindtime = -1

[State 3000, effect]
type = Explod
trigger1 = time = 30
anim = 7103
removetime = 90
postype = left
pos = 160+(time*4),120+(time)
ownpal = 1
sprpriority = 5
ontop = 1
scale = 0.4,0.4
supermovetime =9000
bindtime = -1
removeongethit = 1

[state 0,0]
type = destroyself
trigger1 = parent,stateno != 4001

;---------------------------------------------------------------------------
;尊
[Statedef 4017]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 9999
sprpriority = 5
velset = 0,0
[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 700,7
channel = 0

[State 3000, effect]
type = Explod
trigger1 = time <= 30
anim = 7104
postype = left
pos = 160+(time*4),120+(time*3)
ownpal = 1
sprpriority = 5
ontop = 1
scale = 1-(time*0.02),1-(time*0.02)
supermovetime =900
bindtime = -1

[State 3000, effect]
type = Explod
trigger1 = time = 30
anim = 7104
removetime = 50
postype = left
pos = 160+(time*4),120+(time*3)
ownpal = 1
sprpriority = 5
ontop = 1
scale = 0.4,0.4
supermovetime =9000
bindtime = -1
removeongethit = 1

[state 0,0]
type = pause
trigger1 = time = 30
time = 20
movetime = 20

[state 0,0]
type = assertspecial
trigger1 = parent,var(41) = 2
flag = nomusic

[state 0,0]
type = destroyself
trigger1 = time >= 120











;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;AD
[Statedef 3000]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7480
sprpriority = 2
velset = 0,0
[state 0,reverse]
type = varset
trigger1 = time = 129
fvar(5) = 0.4
persistent = 0

[state 0,0]
type = powerset
trigger1 = time <= 2
trigger1 = var(50) = 2
value = 1000

[state 0,0]
type = powerset
trigger1 = time = 0
trigger1 = var(50) >= 3
value = 0


[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 0




[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 75

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 55
movetime = 55
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = 0;ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = playsnd
trigger1 = time = 16
value = 2, 26
channel = 0
[state 0,0]
type = playsnd
trigger1 = time = 66
value = 60, 1

[State 0, 0]
type = Helper
trigger1 = time = 66
helpertype = normal
name = "beam"
ID = 3005
stateno = 3005
postype = p1
pos = 80,50
keyctrl = 0
ownpal = 1
;size.xscale = 2
[State 0, 0]
type = Helper
trigger1 = time = 66
helpertype = normal
name = "beam"
ID = 3005
stateno = 3006
postype = p1
pos = -60,50
keyctrl = 0
ownpal = 1
;size.xscale = 2
[State 0, 0]
type = Helper
trigger1 = time = 66
helpertype = normal
name = "beam"
ID = 3005
stateno = 3007
postype = p1
pos = -10,50
keyctrl = 0
ownpal = 1
[State 0, 0]
type = Helper
trigger1 = time = 66
helpertype = normal
name = "beam"
ID = 3005
stateno = 3008
postype = p1
pos = -20,50
keyctrl = 0
ownpal = 1

[State 0, 0]
type = PlaySnd
trigger1 = movehit
value = 101,3
channel = 3
persistent = 2

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[state 0,0]
type = envshake
trigger1 = time = 66
time = 35


[State 0,s]
type = VarRandom
trigger1 = time >= 0
v = 17
range = -10,10
[State 0,s]
type = VarRandom
trigger1 = time >= 0
v = 18
range = -12,12

[State 0,s]
type = VarRandom
trigger1 = time >= 0
v = 19
range = -9,2

[State 1000, shuttlecock]
type = Explod
trigger1 = time >= 60
trigger1 = Numexplod(7020) <= 18
anim = 7470 + random%10
vel = 0+(var(18)*0.1),-0.9+(var(17)*0.1)
id = 7020
postype = p1
pos = 0,-5
random = 320,20
ownpal = 1
removetime = 50
sprpriority = 3
scale = 1+(var(19)*0.1),1+(var(19)*0.1)


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;AD
[Statedef 3010]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7462
sprpriority = 2
velset = 0,0
[state 0,reverse]
type = varset
trigger1 = time = 129
fvar(5) = 0.4
persistent = 0

[state 0,0]
type = powerset
trigger1 = time <= 2
trigger1 = var(50) = 2
value = 1000

[state 0,0]
type = powerset
trigger1 = time = 0
trigger1 = var(50) >= 3
value = 0


[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 0




[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 75

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 55
movetime = 55
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = 0;ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
persistent = 0
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = playsnd
trigger1 = time = 11
value = 2, 26
channel = 0
[state 0,0]
type = playsnd
trigger1 = time = 60
value = 60, 1

[State 0, 0]
type = Helper
trigger1 = time = 60
helpertype = normal
name = "beam"
ID = 3005
stateno = 3005
postype = p1
pos = 99,30
keyctrl = 0
ownpal = 1
;size.xscale = 2
[State 0, 0]
type = Helper
trigger1 = time = 60
helpertype = normal
name = "beam"
ID = 3005
stateno = 3006
postype = p1
pos = -80,30
keyctrl = 0
ownpal = 1
;size.xscale = 2
[State 0, 0]
type = Helper
trigger1 = time = 60
helpertype = normal
name = "beam"
ID = 3005
stateno = 3007
postype = p1
pos = -10,30
keyctrl = 0
ownpal = 1
[State 0, 0]
type = Helper
trigger1 = time = 60
helpertype = normal
name = "beam"
ID = 3005
stateno = 3008
postype = p1
pos = -20,30
keyctrl = 0
ownpal = 1

[State 0, 0]
type = PlaySnd
trigger1 = movehit
value = 101,3
channel = 3
persistent = 2

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[state 0,0]
type = envshake
trigger1 = time = 60
time = 35


[State 0,s]
type = VarRandom
trigger1 = time >= 0
v = 17
range = -10,10
[State 0,s]
type = VarRandom
trigger1 = time >= 0
v = 18
range = -12,12

[State 0,s]
type = VarRandom
trigger1 = time >= 0
v = 19
range = -9,2

[State 1000, shuttlecock]
type = Explod
trigger1 = time >= 60
trigger1 = Numexplod(7020) <= 18
anim = 7470 + random%10
vel = 0+(var(18)*0.1),-0.9+(var(17)*0.1)
id = 7020
postype = p1
pos = 0,-5
random = 320,20
ownpal = 1
removetime = 50
sprpriority = 3
scale = 1+(var(19)*0.1),1+(var(19)*0.1)

;---------------------------------------------------------------------------
;本体
[Statedef 3005]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7463
sprpriority = 4
velset = 0.5,0


[State 210, 3]
type = SprPriority
trigger1 = 1
ignorehitpause = 1
value = 5

[state 0,0]
type = assertspecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 8
attr = A, HP
damage = ifelse(parent,stateno = 3000,22,25), 6
getpower = 0
givepower = 3
animtype = heavy
hitflag = MAF
guardflag = M
priority = 5, hit
pausetime = 2, 9
guard.pausetime = 2, 6
sparkno = -1
sparkxy = 38+(random%10), -4+(random%10)
hitsound = -1;S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5+(random%10),-4
air.velocity = -5+(random%10),-3
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -7
envshake.time = 15
envshake.ampl = 3
ground.cornerpush.veloff = 0
;p2stateno = 614

[State 210, 3]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;本体
[Statedef 3006]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7464
sprpriority = 4
velset = 0,0

[State 210, 3]
type = SprPriority
trigger1 = 1
ignorehitpause = 1
value = 5


[state 0,0]
type = assertspecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 8
attr = A, HP
damage = 22, 6
getpower = 0
givepower = 3
animtype = heavy
hitflag = MAF
guardflag = M
priority = 5, hit
pausetime = 2, 5
guard.pausetime = 2, 6
sparkno = -1
sparkxy = 38+(random%10), -4+(random%10)
hitsound = -1;S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5+(random%10),-4
air.velocity = -5+(random%10),-3
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
envshake.time = 15
envshake.ampl = 3
ground.cornerpush.veloff = 0
;p2stateno = 614

[State 210, 3]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;本体
[Statedef 3007]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7465
sprpriority = 4
velset = 0,0

[State 210, 3]
type = SprPriority
trigger1 = 1
ignorehitpause = 1
value = 5


[state 0,0]
type = assertspecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 8
attr = A, HP
damage = ifelse(parent,stateno = 3000,22,25), 6
getpower = 0
givepower = 3
animtype = heavy
hitflag = MAF
guardflag = M
priority = 5, hit
pausetime = 2, 5
guard.pausetime = 2, 6
sparkno = -1
sparkxy = 38+(random%10), -4+(random%10)
hitsound = -1;S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5+(random%10),-4
air.velocity = -5+(random%10),-3
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
envshake.time = 15
envshake.ampl = 3
ground.cornerpush.veloff = 0
;p2stateno = 614

[State 210, 3]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
;本体
[Statedef 3008]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7466
sprpriority = 4
velset = 0,0

[State 210, 3]
type = SprPriority
trigger1 = 1
ignorehitpause = 1
value = 5


[state 0,0]
type = assertspecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 8
attr = A, HP
damage = ifelse(parent,stateno = 3000,22,25), 6
getpower = 0
givepower = 3
animtype = heavy
hitflag = MAF
guardflag = M
priority = 5, hit
pausetime = 2, 5
guard.pausetime = 2, 6
sparkno = -1
sparkxy = 38+(random%10), -4+(random%10)
hitsound = -1;S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -5+(random%10),-4
air.velocity = -5+(random%10),-3
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
envshake.time = 15
envshake.ampl = 3
ground.cornerpush.veloff = 0
;p2stateno = 614

[State 210, 3]
type = destroyself
trigger1 = animtime = 0



;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;AAD
[Statedef 3010]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7281
sprpriority = 2
velset = 0,0
[state 0,reverse]
type = varset
trigger1 = time = 129
fvar(5) = 0.3
persistent = 0

[state 0,0]
type = powerset
trigger1 = time <= 2
value = 0

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 1
value = 200,21
channel = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 65
value = 200,26
channel = 0


[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 75

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 60
movetime = 60
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = 0;ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[state 0,0]
type = playsnd
trigger1 = time = 61
value = 200, 8
channel = 0

[state 0,0]
type = playsnd
trigger1 = time = 75
value = 60, 1

[State 0, 0]
type = Helper
trigger1 = time = 72
helpertype = normal
name = "nagatobeam"
ID = 3002
stateno = 3006
postype = p1
pos = 34,-80
keyctrl = 0
ownpal = 1
size.xscale = 2

[State 0, 0]
type = PlaySnd
trigger1 = movehit
value = 101,3
channel = 3
persistent = 2

[State 210, 3]
type = ChangeState
trigger1 = time >= 130
trigger1 = Numhelper(3002) = 0
value = 3001
ctrl = 0

[state 0,0]
type = envshake
trigger1 = time = 70
time = 35


;---------------------------------------------------------------------------
;AD終了
[Statedef 3001]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7283
sprpriority = 2
velset = 0,0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;ビームほんたい
[Statedef 3002]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7282
sprpriority = 4
velset = 0,0

[State 2, 0]
type = Explod
triggerall = parent,var(49) > 0
triggerall = Numexplod(7301) = 0
trigger1 = moveguarded
anim = 7301
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
bindtime = -1
id = 7301
ignorehitpause = 1

[state 0,0]
type = bindtoparent
trigger1 = time <= 99
ignorehitpause = 1
pos = 34,-80

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 7282
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
bindtime = -1
scale = 2,0.1
id = 3002
removetime = 9

[state 0,0]
type = ModifyExplod
trigger1 = time = [0,9]
id = 3002
scale = 2,0.1+(time*0.1)


[State 210, 3]
type = SprPriority
trigger1 = 1
ignorehitpause = 1
value = 5

[state 0,0]
type = assertspecial
trigger1 = time <= 9
flag = invisible
ignorehitpause = 1

[state 0,0]
type = assertspecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow


[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 8
attr = A, HP
damage = 22, 6
getpower = 0
givepower = 3
animtype = heavy
hitflag = MAF
guardflag = MA
priority = 5, hit
pausetime = 2, 5
guard.pausetime = 2, 6
sparkno = -1
sparkxy = 38+(random%10), -4+(random%10)
hitsound = -1;S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8,-4
air.velocity = -8,0
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -7
envshake.time = 15
envshake.ampl = 3
ground.cornerpush.veloff = 0
;p2stateno = 614

[State 210, 3]
type = destroyself
trigger1 = time = 100
trigger2 = parent,stateno != 3000

;---------------------------------------------------------------------------
;ビームほんたい
[Statedef 3006]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 7282
sprpriority = 4
velset = 0,0

[State 2, 0]
type = Explod
triggerall = parent,var(49) > 0
triggerall = Numexplod(7301) = 0
trigger1 = moveguarded
anim = 7301
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
bindtime = -1
id = 7301
ignorehitpause = 1

[state 0,0]
type = bindtoparent
trigger1 = time <= 99
ignorehitpause = 1
pos = 34,-80

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 7282
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
bindtime = -1
scale = 2,0.1
id = 3002
removetime = 9

[state 0,0]
type = ModifyExplod
trigger1 = time = [0,9]
id = 3002
scale = 2,0.1+(time*0.1)


[State 210, 3]
type = SprPriority
trigger1 = 1
ignorehitpause = 1
value = 5

[state 0,0]
type = assertspecial
trigger1 = time <= 9
flag = invisible
ignorehitpause = 1

[state 0,0]
type = assertspecial
trigger1 = 1
ignorehitpause = 1
flag = noshadow


[State 200, HitDef1]
type = HitDef
trigger1 = time <= 100
persistent = 8
attr = A, HP
damage = 30, 9
getpower = 0
givepower = 3
animtype = heavy
hitflag = MAF
guardflag = MA
priority = 5, hit
pausetime = 2, 5
guard.pausetime = 2, 6
sparkno = -1
sparkxy = 38+(random%10), -4+(random%10)
hitsound = -1;S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8,-4
air.velocity = -8,0
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -7
envshake.time = 15
envshake.ampl = 3
ground.cornerpush.veloff = 0
;p2stateno = 614

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 100
persistent = 8
attr = A, HP
damage = 8, 6
getpower = 0
givepower = 3
animtype = heavy
hitflag = MAF
guardflag = M
priority = 5, hit
pausetime = 2, 5
guard.pausetime = 2, 6
sparkno = -1
sparkxy = 38+(random%10), -4+(random%10)
hitsound = -1;S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8,-4
air.velocity = -8,0
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -7
envshake.time = 15
envshake.ampl = 3
ground.cornerpush.veloff = 0
p2stateno = 614


[State 210, 3]
type = destroyself
trigger1 = time = 160
trigger2 = parent,stateno != 3010




;---------------------------------------------------------------------------
;AD 自分　終了
[Statedef 3003]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 0
sprpriority = 4
velset = 0,0

[State 210, 3]
type = ChangeState
trigger1 = time = 1
value = 105

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;AAD
[Statedef 3010]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7093
sprpriority = 2
velset = 0,0

[state 0,reverse]
type = varset
trigger1 = time = 129
fvar(5) = fvar(5)*0.3
persistent = 0

[state 0,0]
type = powerset
trigger1 = time = 0
value = 0

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 1
value = 200,22
channel = 0


[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 75

[State 0, 0]
type = PlaySnd
trigger1 = time = 65
value = 200,26
channel = 0

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 64
movetime = 64
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = 0;ifelse(var(50) = 4, -350, -1000)

[state 0,0]
type = envshake
trigger1 = time = 60
time = 35

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,-130
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
trigger1 = time = 2
anim = 7049
postype = p1
pos = 4,-86
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
trigger1 = time = 2
anim = 7048
postype = p1
pos = 4,-86
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 3000, effect]
type = Explod
trigger1 = movehit
trigger1 = time <= 120
trigger1 = random >= 550
persistent = 6
anim = 7046
postype = p1
pos = 75,-55
random = 32,32
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
scale = 0.8,0.8

[State 5101, 3]
type = MoveHitReset
trigger1 = time >= 2
persistent = 3

[State 0, 0]
type = PlaySnd
trigger1 = movehit
value = 101,3
channel = 3
persistent = 1


[State 200, HitDef1]
type = HitDef
;trigger1 = enemy,statetype != A
trigger1 = time <= 128
persistent = 4
attr = S, HA
damage = 22, 8
getpower = 0
givepower = 13
animtype = heavy
hitflag = MAFD
guardflag = MA
priority = 5, hit
pausetime = 3, 15
guard.pausetime = 5, 7
sparkno = -1
sparkxy = -8, -64
hitsound = -1;S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -8,-5
air.velocity = -8,-5
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -1
envshake.time = 15
envshake.ampl = 3
ground.cornerpush.veloff = -0.4

[State 200, HitDef1]
type = HitDef
trigger1 = enemy,stateno = [120,155]
trigger1 = time >= 129
persistent = 0
attr = S, HA
damage = 22, 13
getpower = 0
givepower = 13
animtype = heavy
hitflag = MAFD
priority = 5, hit
pausetime = 3, 60
sparkno = S7095
sparkxy = -8, -64
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -8
envshake.time = 50
envshake.ampl = 6
ground.cornerpush.veloff = -0.4
palfx.add = 150,0,0
palfx.time = 15

[State 5101, 3]
type = MoveHitReset
trigger1 = time >= 130

[State 210, 3]
type = ChangeState
trigger1 = time = 130
value = 3001
ctrl = 0


;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;AAD
[Statedef 3010]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7054
sprpriority = 2
velset = 0,0

[State 200, 2]
type = PlaySnd
trigger1 = time = 86
value = 200, 24
channel = 0

[state 0,0]
type = powerset
trigger1 = time = 0
trigger1 = var(50) = 2
value = 0

[state 0,0]
type = powerset
trigger1 = time = 0
trigger1 = var(50) >= 3
value = 0

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 5
value = 200,28
channel = 0


[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 87

[State 3500, 1]
type = SuperPause
trigger1 = time = 15
time = 60
movetime = 60
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = 0;ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
trigger1 = time = 15
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,-130
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
trigger1 = time = 21
anim = 7047
postype = p1
pos = 4,-86
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
trigger1 = time = 21
anim = 7046
postype = p1
pos = 4,-86
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 200, HitDef1]
type = HitDef
;trigger1 = enemy,statetype != A
trigger1 = time >= 2
persistent = 0
attr = S, HT
damage = 1, 0
getpower = 0
givepower = 18
animtype = heavy
hitflag = MA
priority = 5, hit
pausetime = 8, 9
guard.pausetime = 5, 6
sparkno = -1
sparkxy = -8, -24
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,0
air.velocity = -2,0
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -8
kill = 0
p1stateno = 3011
p2stateno = 3012

[State 200, HitDef1]
type = null;HitDef
trigger1 = enemy,statetype = A
trigger1 = enemy,pos y >= -15
trigger1 = time >= 2
persistent = 0
attr = S, HT
damage = 1, 0
getpower = 46
givepower = 18
animtype = heavy
hitflag = MA
priority = 5, hit
pausetime = 8, 9
guard.pausetime = 5, 6
sparkno = -1
sparkxy = -8, -24
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,0
air.velocity = -2,0
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 15
guard.velocity = -8
kill = 0
p1stateno = 3001
p2stateno = 3002

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;AD 自分　がぶがぶ
[Statedef 3011]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7051
sprpriority = 4
velset = 0,0

[State 200, 2]
type = PlaySnd
trigger1 = time = 1
value = 200, 22
channel = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 29
value = 101,5

[State 0, 0]
type = PlaySnd
trigger1 = time = 30
value = 300,4

[State 3000, effect]
type = Explod
trigger1 = time = 31
anim = 7053
postype = p1
pos = 0,-5
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1

[state 0,0]
type = allpalfx
trigger1 = time >= 31
add = (time*3)-90,0,0
mul = 255,0,0
time = 1
;color = 0

[State 0, 0]
type = Explod
trigger1 = time >= 30
anim = 7059
postype = left
pos = 160,120
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
scale = time*0.04,time*0.04

[State 210, 3]
type = ChangeState
trigger1 = time = 65
value = 3003

[state 0,0]
type = lifeadd
trigger1 = time = [31,41]
value = 3
[state 0,0]
type = lifeadd
trigger1 = time = [42,52]
value = 4
[state 0,0]
type = lifeadd
trigger1 = time = 53
value = 12

[state 0,0]
type = targetbind
trigger1 = time = 0
pos = 24,0
[state 0,0]
type = targetbind
trigger1 = time = 2
pos = 22,0


;------------------------------------------
; ad相手
[Statedef 3012]
type    = S
movetype= H
physics = N
ctrl = 0
sprpriority = 0
velset = 0,0

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 7052

[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = facing = enemy,facing

[state 0,0]
type = playerpush
trigger1 = 1
value = 0

[state 0,0]
type = velset
trigger1 = time >= 60
x = -1
y = -0.8

[state 0,0]
type = changeanim
trigger1 = time = 61
value = 5050

[state 0,0]
type = lifeadd
trigger1 = time = 36
value = -395

[state 0,0]
type = selfstate
trigger1 = time >= 62
value = 5050



;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;
[Statedef 3100]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7076
sprpriority = 2
velset = 0,0

[state 0,0]
type = velset
trigger1 = time = [58,73]
x = 13
[state 0,0]
type = velset
trigger1 = movecontact
x = 0

[State 100, 2]
type = Afterimage
trigger1 = Time = 58
time = 15
length = 25
Trans = Add
PalAdd = 4, 4, 4
FrameGap = 3
palcontrast = 120,120,120

[State 0, 0]
type = PlaySnd
trigger1 = time = 8
value = 200,18
channel = 0


[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 65

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 60
movetime = 60
pos = -14,-9
ownpal = 1
anim = S8999
sound = S20,0
poweradd = ifelse(var(50) = 4, -350, -1000)

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1999
postype = back
pos = -180,-130
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[State 3000, effect]
type = Explod
trigger1 = time = 1
anim = 7047
postype = p1
pos = -15,-60
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
trigger1 = time = 1
anim = 7046
postype = p1
pos = -15,-60
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
bindtime = -1
removeongethit = 1

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 60
persistent = 0
attr = S, HA
damage = 200, 10
getpower = 0
givepower = 24
animtype = heavy
hitflag = MAF
guardflag = MA
priority = 5, hit
pausetime = 40, 49
guard.pausetime = 45, 35
sparkno = -1
sparkxy = -8, -24
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -10,-9
air.velocity = -10,-9
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -3
;p2stateno = 612
envshake.time = 20
envshake.ampl = 3

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 210, 2]
type = PlaySnd
trigger1 = movehit
persistent = 0
value = 200, 30
channel = 0

[State 2, shild]
type = HitOverride
triggerall = !movehit
trigger1 = time = [55,70]
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP, AP
stateno = 3101
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;
[Statedef 3101]
type    = S
movetype= H
physics = S
ctrl = 0
sprpriority = 2

[State 1200, 9]
type = StateTypeSet
trigger1 = time >= 5
movetype = A

[state 0,0]
type = palfx
trigger1 = time = 0
time = 10
add = 90,0,0

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
persistent = 0
attr = S, HA
damage = 210, 10
getpower = 0
givepower = 24
animtype = heavy
hitflag = MAF
guardflag = MA
priority = 5, hit
pausetime = 4, 9
guard.pausetime = 45, 35
sparkno = -1
sparkxy = -8, -24
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -10,-9
air.velocity = -10,-9
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = ifelse(var(49)>0,1,ifelse(var(41)=2,1,0));0
guard.slidetime = 5
guard.velocity = -3
;p2stateno = 612
envshake.time = 20
envshake.ampl = 3

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;LD
[Statedef 3500]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 7060
sprpriority = 2
velset = 0,0

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 7047
postype = p1
pos = 5,-56
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime =100
pausemovetime =100
bindtime = -1
removeongethit = 1
[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 7046
postype = p1
pos = 5,-56
ownpal = 1
sprpriority = 5
ontop = 1
pausemovetime =100
supermovetime =100
bindtime = -1
removeongethit = 1

[state 0,0]
type = velset
triggerall = p2bodydist x >= 100
trigger1 = time = [60,110]
x = 4

[state 0,0]
type = velset
triggerall = p2bodydist x <= 100
trigger1 = time = [60,110]
x = 1.5

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 50
value = 0,2

[state 0,0]
type = powerset
trigger1 = time = 0
value = 0

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 200,19
channel = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 20
value = 200,20
channel = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 19
value = 300,0
[State 0, 0]
type = PlaySnd
trigger1 = time = 65
value = 300,2
[State 0, 0]
type = PlaySnd
trigger1 = time = 90
value = 300,3

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 70

[state 0,0]
type = BGpalfx
trigger1 = time >= 0
mul = 100,100,100
time = 16

[State 3500, 1]
type = Pause
trigger1 = time = 0
time = 15

[State 3500, 1]
type = SuperPause
trigger1 = time = 1
time = 64
movetime = 64
pos = -14,-9
ownpal = 1
anim = -1
sound = -1
poweradd = 0;ifelse(var(50) = 4, -350, -1000)
darken = 0

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1998
postype = back
pos = -180,-130
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
;size.xscale = 0.5
;size.yscale = 0.5

[state 0,0]
type = varset
trigger1 = time <= 1
v = 19
value = 0

[state 0,0]
type = varadd
trigger1 = movehit
v = 19
value = 1

[State 200, HitDef1]
type = HitDef
triggerall = var(19) <= 16
;trigger1 = enemy,statetype != A
trigger1 = time >= 2
persistent = 3
attr = S, HA
damage = 60, 60
getpower = 0
givepower = -10000
animtype = heavy
hitflag = MAFD
priority = 5, hit
pausetime = 8, 20
sparkno = -1
sparkxy = -8, -24
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -8,0
air.velocity = -8,0
fall = 1
air.fall = 1
fall.recover = 0

[State 200, HitDef1]
type = HitDef
triggerall = var(19) > 16
;trigger1 = enemy,statetype != A
trigger1 = time >= 2
persistent = 7
attr = S, HA
damage = 80, 80
getpower = 0
givepower = -3000
animtype = heavy
hitflag = MAFD
priority = 5, hit
pausetime = 5, 20
sparkno = -1
sparkxy = -8, -24
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -8,0
air.velocity = -8,0
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 3501

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 2
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;壁までふっとび LA
[Statedef 3501]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[state 0,0]
type = turn
triggerall = prevstateno != 901
trigger1 = facing = enemy,facing
trigger1 = time = 0

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 612

[state 0,0]
type = velset
trigger1 = time = 0
x = -8.6
y = 0

[state 0,0]
type = selfstate
trigger1 = time >= 300
trigger1 = pos y >= -20
;trigger1 = canrecover
trigger1 = command = "recovery"
trigger1 = life >= 1
value = 5200

[state 0,0]
type = selfstate
trigger1 = time >= 300
trigger1 = pos y >= -1
trigger1 = canrecover
trigger1 = command = "recovery"
trigger1 = life >= 1
value = 5210


[state 0,0]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[state 0,0]
type = changestate
trigger1 = backedgedist <= 3
value = 613







;-------------------------------------
;シールドバンカー
[Statedef 9880]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 0
ctrl = 0
anim = 316;7270
sprpriority = 2

[state 0,0]
type = poweradd
trigger1 = prevstateno = [120,151]
trigger1 = time = 2
value = -500

[State 210, 2]
type = PlaySnd
trigger1 = time = 2
value = 30, 3

[state 0,0]
type = reversaldef
;trigger1 = enemy,movetype = A
trigger1 = time <= 12
Reversal.Attr = SCA, NA,SA,NP,SP
pausetime = 0,18
hitsound = S30,2
numhits = 0
sparkno = S7109
sparkxy = 30,2
persistent = 0

[State 701, Effect]
type = Explod
trigger1 = Time = 2
anim = 7028
postype = p1
pos = 0,-45
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1
scale = 0.5,0.5

[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = time >= 27
attr = S, NA
damage = 63, 0
getpower = ifelse(var(50)=0,70,0)
givepower = 3
animtype = up;heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 4, 10
guard.pausetime = 4, 6
;;guard.sparkno = S8003
sparkno = 2;S8004
sparkxy = 1, -46
hitsound = S101, 2
guardsound = S0, 0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-2
guard.velocity = -4
air.velocity = -10,-2
fall = 1
air.fall = 1
fall.recovertime = 20
envshake.time = 10
envshake.ampl = 2

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 100, 2

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;-------------------------------------
;シールドバンカー
[Statedef 9881]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= 0
ctrl = 0
sprpriority = 2

[State 701, Effect]
type = Explod
trigger1 = Time = 2
anim = 7058
postype = p1
pos = 6,0
sprpriority = 5
ownpal = 1
ignorehitpause = 1
removeongethit = 1

[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = time >= 0
attr = S, NA
damage = 63, 0
getpower = ifelse(var(50)=0,70,0)
givepower = 3
animtype = up;heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 4, 10
guard.pausetime = 4, 6
;;guard.sparkno = S8003
sparkno = 2;S8004
sparkxy = 1, -46
hitsound = S101, 2
guardsound = S0, 0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-10
guard.velocity = -4
air.velocity = 0,-9
fall = 1
air.fall = 1
fall.recovertime = 30
envshake.time = 10
envshake.ampl = 2

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-------------------------------------
;ガードキャンセル
[Statedef 9884]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 7570
sprpriority = 2

[State 0,0]
type = nothitby
trigger1 = time <= 35
value = SCA
time = 1

[state 0,0]
type = palfx
trigger1 = time = 1
time = 6
add = 100,100,100

[state 0,0]
type = pause
trigger1 = time = 0
time = 5

[state 0,0]
type = pause
trigger1 = time = 1
time = 28
movetime = 28

[state 0,0]
type = poweradd
trigger1 = time = 1
value = -1000

[State 200, HitDef]
type = HitDef
persistent = 0
trigger1 = time >= 27
attr = S, SA
damage = 10, 0
kill = 0
getpower = ifelse(var(50)=0,70,0)
givepower = 3
animtype = up;heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 4, 10
guard.pausetime = 4, 6
;;guard.sparkno = S8003
sparkno = 2;S8004
sparkxy = 1, -46
hitsound = S101, 2
guardsound = S0, 0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-2
guard.velocity = -4
air.velocity = -10,-2
fall = 1
air.fall = 1
fall.recovertime = 20
envshake.time = 10
envshake.ampl = 2

[State 210, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 100, 2

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;standシールド
[Statedef 9900];2040
type     = S
movetype = I
physics  = S
velset   = 0,0
ctrl = 0
anim = 7013

[state 0,0]
type = playsnd
trigger1 = time = 1
value = 30,3

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[State 701, Effect]
type = Explod
trigger1 = Time = 1
anim = 7028
postype = p1
pos = 22,-75
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1
scale = 0.5,0.5

[state 0,0]
type = palfx
trigger1 = time = 0
time = 4
add = 50,50,50

[State 2, shild]
type = HitOverride
trigger1 = time <= 12
time = 1
attr = SA, NA, SA, HA, NP, SP, HP, AP
stateno = 9905
IgnoreHitPause = 1

[state 0,0]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 0,0]
type = changestate
triggerall = var(59) = 0
trigger1 = time = [9,12]
trigger1 = power >= 25
trigger1 = command = "holda"
value = 9901
ctrl = 0

[state 0,0]
type = changestate
triggerall = var(59) = 1
trigger1 = random >= 950
trigger1 = time = [9,12]
trigger1 = power >= 1025
trigger1 = command = "holda"
trigger1 = gametime % 6 = 0
value = 9901
ctrl = 0

;---------------------------------------------------------------------------
;シールドおしっぱ
[Statedef 9901]
type     = S
movetype = I
physics  = S
velset   = 0,0
ctrl = 0
anim = 7014

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[State 701, Effect]
type = Explod
trigger1 = Time >= 1
persistent = 5
anim = 7029
postype = p1
pos = 22,-75
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1
scale = 0.5,0.5

[state 0,0]
type = changeanim
trigger1 = time >= 0
value = 7014

[State 2, shild]
type = HitOverride
trigger1 = time >= 0
time = 1
attr = SA, NA, SA, HA, NP, SP, HP, AP
stateno = 9906
IgnoreHitPause = 1

[state 0,0]
type = poweradd
trigger1 = time >= 0
value = -9

[state 0,0]
type = changestate
triggerall = prevstateno = 9905 || prevstateno = 9907
trigger1 = time <= 10
trigger1 = command != "holda"
value = 0
ctrl = 1

[state 0,0]
type = changestate
trigger1 = power <= 10
trigger2 = command != "holda"
trigger3 = time >= 96;200
value = 9902
ctrl = 0

[state 0,0]
type = changestate
triggerall = var(59) = 1
trigger1 = enemy,movetype = H
trigger2 = p2dist x >= 105
trigger3 = power <= 900
trigger4 = random >= 500
trigger5 = time >= 96
value = 9902
ctrl = 0


;---------------------------------------------------------------------------
;シールドおしっぱ 話して終了
[Statedef 9902]
type     = S
movetype = I
physics  = S
velset   = 0,0
ctrl = 0
anim = 7014

[state 0,0]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;シールド  EX 成立
[Statedef 9905]
type     = U
movetype = I
physics  = U
poweradd = ifelse(var(50) = 0,100,0)
velset   = 0,0
ctrl = 0
anim = 7014

[state 0,0]
type = changestate
trigger1 = time = 8
trigger1 = fvar(12) = 0.1
value = 7164
ctrl = 0

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,6
[state 0,0]
type = playsnd
trigger1 = time = 1
trigger1 = var(19) = 0
value = 12,25
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 1
value = 12, 30
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 2
trigger1 = time = 1
value = 12, 31
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 3
trigger1 = time = 1
value = 12, 26
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 4
trigger1 = time = 1
value = 12, 28
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 5
trigger1 = time = 1
value = 12, 29
channel = 0

[State 0, effect]
type = Explod
triggerall = Numexplod(200) = 0
trigger1 = time = 0
anim = 7062
postype = left
pos = ifelse(teamside = 1,5,270),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
supermovetime = 100
id = 200
ignorehitpause = 1
scale = 0.5,0.5

[State 200, 4]
type = CtrlSet
trigger1 = time >= 10;5
value = 1

[State 2, shild]
type = HitOverride
trigger1 = time <= 17
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP, AP
stateno = 9907
IgnoreHitPause = 1

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) <= 1
value = 30,1

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) = 2
value = 30,2

[state 0,0]
type = Pause
trigger1 = time = 0
time = 15
movetime = 15

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3000, h]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 7030
postype = p1
random = 16,16
pos = 22,-75
ownpal = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 99
supermovetime = 100

[state 0,0]
type = changestate
trigger1 = time = 17
;trigger1 = pos y = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;シールド  おしっぱ受け取り
[Statedef 9906]
type     = U
movetype = I
physics  = U
poweradd = ifelse(var(50) = 0,60,0)
velset   = 0,0
ctrl = 0
anim = 7014

[State 0, effect]
type = Explod
triggerall = Numexplod(200) = 0
trigger1 = time = 0
anim = 7063
ignorehitpause = 1
postype = left
pos = ifelse(teamside = 1,5,270),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 200
scale = 0.5,0.5

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[state 0,1]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) <= 1
value = 30,2

[state 0,2]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) = 2
value = 30,1

[state 0,3]
type = Pause
trigger1 = time = 0
time = 9
movetime = 9

[state 0,0]
type = null;ctrlset
trigger1 = time >= 11
value = 1

[state 0,4]
type = null;Pause
trigger1 = time = 1
time = 1
movetime = 1

[State 0,5]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 701, Effect]
type = Explod
trigger1 = Time = 0
anim = 7030
postype = p1
pos = 22,-75
random = 16,16
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1
scale = 0.6,0.6

[state 0,0]
type = changestate
trigger1 = time = 15
;trigger1 = pos y = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;シールド  EX loop
[Statedef 9907]
type     = U
movetype = I
physics  = U
poweradd = ifelse(var(50) = 0,100,0)
velset   = 0,0
ctrl = 0
anim = 7014

[State 0, effect]
type = Explod
triggerall = Numexplod(200) = 0
trigger1 = time = 0
scale = 0.5,0.5
anim = 7062
postype = left
pos = ifelse(teamside = 1,5,270),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 200
ignorehitpause = 1

[State 200, 4]
type = CtrlSet
trigger1 = time >= 5
value = 1

[State 2, shild]
type = HitOverride
trigger1 = time <= 17
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP, AP
stateno = 9905
IgnoreHitPause = 1

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) <= 1
value = 30,1

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) = 2
value = 30,2

[state 0,0]
type = Pause
trigger1 = time = 0
time = 15
movetime = 15

[State 0,0]
type = Playsnd
trigger1 = Time = 0
value = 160,9

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 701, Effect]
type = Explod
trigger1 = Time = 0
anim = 7030
random = 18,18
postype = p1
pos = 22,-75
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1

[state 0,0]
type = changestate
trigger1 = time = 17
trigger1 = pos y = 0
value = 0
ctrl = 1

[state 0,0]
type = changestate
trigger1 = time = 0
;trigger1 = pos y = 0
value = 9905
ctrl = 1




;---------------------------------------------------------------------------
;crouchシールド
[Statedef 9910];2040
type     = C
movetype = I
physics  = C
velset   = 0,0
ctrl = 0
anim = 7015

[state 0,0]
type = playsnd
trigger1 = time = 1
value = 30,3

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[State 701, Effect]
type = Explod
trigger1 = Time = 1
anim = 7028
postype = p1
pos = 10,-40
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1
scale = 0.5,0.5

[state 0,0]
type = palfx
trigger1 = time = 0
time = 4
add = 50,50,50

[State 2, shild]
type = HitOverride
trigger1 = time <= 12
time = 1
attr = SC, NA, SA, HA, NP, SP, HP, AP
stateno = 9915
IgnoreHitPause = 1

[state 0,0]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

[state 0,0]
type = changestate
triggerall = var(59) = 0
trigger1 = time = [9,12]
trigger1 = power >= 25
trigger1 = command = "holda"
value = 9911
ctrl = 0

[state 0,0]
type = changestate
triggerall = var(59) = 1
trigger1 = random >= 950
trigger1 = time = [9,12]
trigger1 = power >= 1025
trigger1 = command = "holda"
trigger1 = gametime % 6 = 0
value = 9911
ctrl = 0

;---------------------------------------------------------------------------
;シールドおしっぱ
[Statedef 9911]
type     = C
movetype = I
physics  = C
velset   = 0,0
ctrl = 0
anim = 7015

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[State 701, Effect]
type = Explod
trigger1 = Time >= 1
persistent = 5
anim = 7029
postype = p1
pos = 10,-40
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1
scale = 0.5,0.5

[state 0,0]
type = changeanim
trigger1 = time >= 0
value = 7015

[State 2, shild]
type = HitOverride
trigger1 = time >= 0
time = 1
attr = SC, NA, SA, HA, NP, SP, HP, AP
stateno = 9916
IgnoreHitPause = 1

[state 0,0]
type = poweradd
trigger1 = time >= 0
value = -9

[state 0,0]
type = changestate
triggerall = prevstateno = 9905 || prevstateno = 9907
trigger1 = time <= 10
trigger1 = command != "holda"
value = 11
ctrl = 1

[state 0,0]
type = changestate
trigger1 = power <= 10
trigger2 = command != "holda"
trigger3 = time >= 96
value = 9912
ctrl = 0

[state 0,0]
type = changestate
triggerall = var(59) = 1
trigger1 = enemy,movetype = H
trigger2 = p2dist x >= 105
trigger3 = power <= 900
trigger4 = random >= 500
trigger5 = time >= 96
value = 9912
ctrl = 0


;---------------------------------------------------------------------------
;シールドおしっぱ 話して終了
[Statedef 9912]
type     = C
movetype = I
physics  = C
velset   = 0,0
ctrl = 0
anim = 7015

[state 0,0]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;シールド  EX 成立
[Statedef 9915]
type     = C
movetype = I
physics  = C
poweradd = ifelse(var(50) = 0,100,0)
velset   = 0,0
ctrl = 0
anim = 7015

[state 0,0]
type = changestate
trigger1 = time = 8
trigger1 = fvar(12) = 0.1
value = 7164
ctrl = 0


[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,6
[state 0,0]
type = playsnd
trigger1 = time = 1
trigger1 = var(19) = 0
value = 12,25
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 1
value = 12, 30
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 2
trigger1 = time = 1
value = 12, 31
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 3
trigger1 = time = 1
value = 12, 26
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 4
trigger1 = time = 1
value = 12, 28
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 5
trigger1 = time = 1
value = 12, 29
channel = 0


[State 0, effect]
type = Explod
triggerall = Numexplod(200) = 0
trigger1 = time = 0
scale = 0.5,0.5
anim = 7062
postype = left
pos = ifelse(teamside = 1,5,270),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 200
ignorehitpause = 1

[State 200, 4]
type = CtrlSet
trigger1 = time >= 10;5
value = 1

[State 2, shild]
type = HitOverride
trigger1 = time <= 17
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP, AP
stateno = 9917
IgnoreHitPause = 1

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) <= 1
value = 30,1

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) = 2
value = 30,2

[state 0,0]
type = Pause
trigger1 = time = 0
time = 15
movetime = 15

[State 0,0]
type = Playsnd
trigger1 = Time = 0
value = 160,9

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3000, h]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 7030
postype = p1
random = 16,16
pos = 10,-40
ownpal = 1
sprpriority = 5
ignorehitpause = 1
pausemovetime = 99

[state 0,0]
type = changestate
trigger1 = time = 17
;trigger1 = pos y = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;シールド  おしっぱ受け取り
[Statedef 9916]
type     = U
movetype = I
physics  = U
poweradd = ifelse(var(50) = 0,60,0)
velset   = 0,0
ctrl = 0
anim = 7015

[State 0, effect]
type = Explod
triggerall = Numexplod(200) = 0
trigger1 = time = 0
scale = 0.5,0.5
anim = 7063
ignorehitpause = 1
postype = left
pos = ifelse(teamside = 1,5,270),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 200

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[state 0,1]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) <= 1
value = 30,2

[state 0,2]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) = 2
value = 30,1

[state 0,3]
type = Pause
trigger1 = time = 0
time = 9
movetime = 9

[state 0,0]
type = null;ctrlset
trigger1 = time >= 11
value = 1

[state 0,4]
type = null;Pause
trigger1 = time = 1
time = 1
movetime = 1

[State 0,5]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 701, Effect]
type = Explod
trigger1 = Time = 0
anim = 7030
postype = p1
pos = 10,-40
random = 18,18
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1
scale = 0.6,0.6

[state 0,0]
type = changestate
trigger1 = time = 15
;trigger1 = pos y = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;シールド  EX loop
[Statedef 9917]
type     = U
movetype = I
physics  = U
poweradd = ifelse(var(50) = 0,100,0)
velset   = 0,0
ctrl = 0
anim = 7015

[State 0, effect]
type = Explod
triggerall = Numexplod(200) = 0
trigger1 = time = 0
scale = 0.5,0.5
anim = 7062
postype = left
pos = ifelse(teamside = 1,5,270),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 200
ignorehitpause = 1

[State 200, 4]
type = CtrlSet
trigger1 = time >= 5
value = 1

[State 2, shild]
type = HitOverride
trigger1 = time <= 17
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP, AP
stateno = 9905
IgnoreHitPause = 1

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) <= 1
value = 30,1

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) = 2
value = 30,2

[state 0,0]
type = Pause
trigger1 = time = 0
time = 15
movetime = 15

[State 0,0]
type = Playsnd
trigger1 = Time = 0
value = 160,9

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 701, Effect]
type = Explod
trigger1 = Time = 0
anim = 7030
random = 16,16
postype = p1
pos = 10,-40
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1

[state 0,0]
type = changestate
trigger1 = time = 17
trigger1 = pos y = 0
value = 11
ctrl = 1

[state 0,0]
type = changestate
trigger1 = time = 0
;trigger1 = pos y = 0
value = 9005
ctrl = 1




;---------------------------------------------------------------------------
;くーちうシールド
[Statedef 9920]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 7017

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

[state 0,0]
type = playsnd
trigger1 = time = 1
value = 30,3


[State 701, Effect]
type = Explod
trigger1 = Time = 1
anim = 7028
postype = p1
pos = 28,-80
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ignorehitpause = 1
scale = 0.5,0.5
bindtime = -1

[state 0,0]
type = palfx
trigger1 = time = 0
time = 4
add = 50,50,50

[State 2, shild]
type = HitOverride
trigger1 = time <= 14
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP, AP
stateno = 9925
IgnoreHitPause = 1

[state 0,0]
type = changestate
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[state 0,0]
type = changeanim
trigger1 = time <= 9
value = 7017

[state 0,0]
type = changestate
trigger1 = time = [9,12]
trigger1 = power >= 25
trigger1 = command = "holda"
value = 9921
ctrl = 0

;---------------------------------------------------------------------------
;シールドおしっぱ
[Statedef 9921]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 7017

[State 701, Effect]
type = Explod
trigger1 = Time >= 1
persistent = 5
anim = 7029
postype = p1
pos = 28,-80
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
bindtime = -1
ontop = 1
ignorehitpause = 1
scale = 0.5,0.5

[state 0,0]
type = changeanim
trigger1 = 1
value = 7017

[State 2, shild]
type = HitOverride
trigger1 = time >= 0
time = 1
attr = SCA, NA, SA, HA, NP, SP, HP, AP
stateno = 9926
IgnoreHitPause = 1

[state 0,0]
type = poweradd
trigger1 = time >= 0
value = -9

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

[state 0,0]
type = changestate
trigger1 = pos y >= 0
value = 9929
ctrl = 0

[state 0,0]
type = changestate
trigger1 = power <= 10
trigger2 = command != "holda"
value = 9922
ctrl = 0


;---------------------------------------------------------------------------
;シールドおしっぱ
[Statedef 9922]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 7017

[state 0,0]
type = changeanim
trigger1 = time = 20
value = 44

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

[state 0,0]
type = changestate
trigger1 = pos y >= 0
value = 9929
ctrl = 0

;---------------------------------------------------------------------------
;シールド  EX
[Statedef 9925]
type     = A
movetype = I
physics  = A
poweradd = ifelse(var(50) = 0,100,0)
velset   = 0,0
ctrl = 1
anim = 7017

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,6
[state 0,0]
type = playsnd
trigger1 = time = 1
trigger1 = var(19) = 0
value = 12,25
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 1
value = 12, 30
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 2
trigger1 = time = 1
value = 12, 31
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 3
trigger1 = time = 1
value = 12, 26
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 4
trigger1 = time = 1
value = 12, 28
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = var(19) = 5
trigger1 = time = 1
value = 12, 29
channel = 0


[State 0, effect]
type = Explod
triggerall = Numexplod(200) = 0
trigger1 = time = 0
scale = 0.5,0.5
anim = 7062
postype = left
pos = ifelse(teamside = 1,5,270),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 200
ignorehitpause = 1

[State 190,1]
type = posfreeze
trigger1 = time <= 14

[State 190,1]
type = veladd
trigger1 = time = 8
y = -3

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) <= 1
value = 30,1

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) = 2
value = 30,2


[state 0,0]
type = Pause
trigger1 = time = 0
time = 8
Persistent = 1

[state 0,0]
type = Pause
trigger1 = time = 1
time = 15
movetime = 15
Persistent = 1

[State 0,0]
type = Playsnd
trigger1 = Time = 0
value = 160,9

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 701, Effect]
type = Explod
trigger1 = Time = 0
anim = 7030
postype = p1
pos = 28,-80
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1

[State 2, shild]
type = HitOverride
trigger1 = time <= 17
time = 2
attr = SCA, NA, SA, HA, NP, SP, HP, AP
stateno = 9927
IgnoreHitPause = 1

[state 0,0]
type = changestate
trigger1 = time = 15
value = 51
ctrl = 1


;---------------------------------------------------------------------------
;シールド  EX loop
[Statedef 9927]
type     = A
movetype = I
physics  = A
poweradd = ifelse(var(50) = 0,100,0)
velset   = 0,0
ctrl = 1
anim = 7017

[State 0, effect]
type = Explod
triggerall = Numexplod(200) = 0
trigger1 = time = 0
scale = 0.5,0.5
anim = 7062
postype = left
pos = ifelse(teamside = 1,5,270),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 200
ignorehitpause = 1

[State 190,1]
type = posfreeze
trigger1 = time <= 14

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) <= 1
value = 30,1

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) = 2
value = 30,2

[state 0,0]
type = Pause
trigger1 = time = 0
time = 8
Persistent = 1

[state 0,0]
type = Pause
trigger1 = time = 1
time = 15
movetime = 15
Persistent = 1

[State 0,0]
type = Playsnd
trigger1 = Time = 0
value = 160,9

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 701, Effect]
type = Explod
trigger1 = Time = 0
anim = 7030
postype = p1
pos = 28,-80
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1

[State 2, shild]
type = HitOverride
trigger1 = time <= 17
time = 2
attr = SCA, NA, SA, HA, NP, SP, HP, AP
stateno = 9926
IgnoreHitPause = 1


[state 0,0]
type = changestate
trigger1 = time = 15
value = 51
ctrl = 1


;---------------------------------------------------------------------------
;シールド  
[Statedef 9926]
type     = U
movetype = I
physics  = U
poweradd = ifelse(var(50) = 0,60,0)
velset   = 0,0
ctrl = 1
anim = 7017

[State 0, effect]
type = Explod
triggerall = Numexplod(200) = 0
trigger1 = time = 0
scale = 0.5,0.5
anim = 7063
postype = left
pos = ifelse(teamside = 1,5,270),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 200
ignorehitpause = 1

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,2

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) <= 1
value = 30,2

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(19) = 2
value = 30,1

[state 0,0]
type = Pause
trigger1 = time = 0
time = 9

[state 0,0]
type = Pause
trigger1 = time = 1
time = 1
movetime = 1

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 701, Effect]
type = Explod
trigger1 = Time = 0
anim = 7030
postype = p1
pos = 28,-80
random = 16,16
sprpriority = 5
supermovetime = 50
pausemovetime = 50
ownpal = 1
ontop = 1
ignorehitpause = 1
scale = 0.6,0.6

[state 0,0]
type = changestate
trigger1 = time = 15
value = 51
ctrl = 1

[state 0,0]
type = null;changestate
trigger1 = time >= 10
trigger1 = power >= 20
trigger1 = command = "holda"
value = 9921
ctrl = 0

;------------------------------------------
;避け

[Statedef 9930]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 7107
sprpriority = -1


[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 0,0]
type = nothitby
trigger1 = time <= 22
value = SCA, NA, SA, HA, NP, SP, HP
time = 1

[state 0,0]
type = palfx
trigger1 = time <= 22
time = 1
add = 30-time,30-time,30-time

[State 52, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 190,1]
type = VarRandom
trigger1 = time = 0
v = 19
range = 0,3
[state 0,0]
type = playsnd
trigger1 = time = 1
trigger1 = var(19) = 1
value = 5,0
[state 0,0]
type = playsnd
trigger1 = time = 1
trigger1 = var(19) = 2
value = 5,1




















































;------------------------------------------------------
;JX 
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
sprpriority = 2
poweradd = 0
[state 0, meltyblood]
type = varadd
trigger1 = time = 1
var(47) = 1
persistent = 0
[State 0, reverse]
type = Explod
persistent = 0
triggerall = time = 1
triggerall = Numexplod(200) = 0
trigger1 = var(47) > 1
anim = 7059
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,232),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 200
[state 0,reverse]
type = varset
triggerall = time = 0
trigger1 = var(47) >= 1
fvar(5) = fvar(5)*0.94
persistent = 0

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
postype = left
scale = 0.5,0.5
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[state 0,0]
type = playsnd
trigger1 = time = 2
value = 100,1

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.78
persistent = 0

[State 200, HitDef1]
type = HitDef
persistent = 0
trigger1 = time >= 2
attr = A, NA
damage = ifelse(var(39)=1,34,31), 0
getpower = ifelse(var(50)=0,15,0)
givepower = 4
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 4, ifelse(var(37)=1,9,7)
guard.pausetime = 5, 11
sparkno = 0
sparkxy = -8, -55
hitsound = S101, 1
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,12,8)
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,7,8)
air.slidetime = ifelse(var(37)=1,15,12)
air.hittime  = ifelse(var(37)=1,15,12)
ground.velocity = -2,0
air.velocity = -1,-3
ground.cornerpush.veloff = -3

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 200, AI]
type = ChangeState
trigger1 = movehit
trigger1 = var(59) = 1
trigger1 = var(32) = 0
trigger1 = p2bodydist y = [-150,15]
value = 633

[State 200, AI]
type = ChangeState
trigger1 = movecontact
trigger1 = var(59) = 1
trigger1 = var(47) % 100 < 10
;trigger1 = p2bodydist x = [0,55]
value = 610

;------------------------------------------------------
;J2Y 蹴り落ち
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 625
sprpriority = 2
poweradd = 0
velset = 0,0

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,4

[state 0,0]
type = velset
trigger1 = time <= 6
x = 0
y = 0
[state 0,0]
type = velset
trigger1 = time >= 7
x = 2.5
y = 10

[state 0,0]
type = playsnd
trigger1 = time = 3
value = 100,1

[State 200, HitDef1]
type = HitDef
persistent = 0
triggerall = anim = 625
trigger1 = time >= 2
attr = A, NA
damage = 50, 0
getpower = ifelse(var(50)=0,70,0)
givepower = 18
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 15, 18
guard.pausetime = 10, 8
sparkno = 2
sparkxy = -8, -25
hitsound = S101, 2
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = ifelse(enemy,statetype = C,15,12)
ground.velocity = -2,0
air.velocity = -2,-4
ground.cornerpush.veloff = -3

[State 200, HitDef1]
type = HitDef
persistent = 3
triggerall = anim = 626
trigger1 = time >= 2
attr = A, NA
damage = 18, 0
getpower = ifelse(var(50)=0,10,0)
givepower = 2
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 4
guard.pausetime = 4, 6
sparkno = 2
sparkxy = -8, -25
hitsound = S101, 2
guardsound = S0, 0
ground.type = high
ground.slidetime = 12
ground.hittime  = ifelse(enemy,statetype = C,15,12)
ground.velocity = -2,0
air.velocity = -2,2
ground.cornerpush.veloff = -3

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 626
trigger1 = movehit
value = 626



;------------------------------------------------------
;JY けり
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
ctrl = 0
anim = 610
sprpriority = 2
poweradd = 0
[state 0, meltyblood]
type = varadd
trigger1 = time = 1
var(47) = 10
persistent = 0
[State 0, reverse]
type = Explod
persistent = 0
triggerall = time = 1
triggerall = Numexplod(200) = 0
trigger1 = var(47) >= 100
anim = 7059
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,232),50
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 200
[state 0,reverse]
type = varset
triggerall = time = 0
trigger1 = var(47) >= 100
fvar(5) = fvar(5)*0.88
persistent = 0

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201
scale = 0.5,0.5



[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.88
persistent = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 5
value = 100, 2

[state 0,0]
type = reversaldef
trigger1 = enemy,movetype = A
trigger1 = time <= 6
Reversal.Attr = SCA, NA,SA,NP,SP
pausetime = 14,15
hitsound = S30,2
numhits = 0
sparkno = S7109
sparkxy = 35,-10

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 4
persistent = 0
attr = A, NA
damage = ifelse(var(39)=1,44,41), 0
getpower = ifelse(var(50)=0,70,0)
givepower = 15
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 6, ifelse(var(37)=1,10,7)
guard.pausetime = 6, 7
sparkno = 1
sparkxy = -8, -55
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = ifelse(var(37)=1,14,11)
ground.hittime  =  ifelse(enemy,gethitvar(hitcount) >= 3,10,18)
air.slidetime = ifelse(var(37)=1,17,13)
air.hittime  = ifelse(var(37)=1,17,13)
ground.velocity = -1.6,0
air.velocity = -1,-6.5
;fall = 1
air.fall = 1
;p2stateno = 621

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040


[State 200, AI]
type = ChangeState
trigger1 = movehit
trigger1 = var(59) = 1
trigger1 = var(32) = 0
trigger1 = p2bodydist y = [-150,15]
value = 633

[State 200, AI]
type = ChangeState
trigger1 = movecontact
trigger1 = var(59) = 1
trigger1 = var(47) % 1000 < 100
;trigger1 = p2bodydist x = [0,55]
trigger1 = random >= 600
value = 620


;------------------------------------------------------
;JZ 　けり
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
sprpriority = 2
poweradd = 0
[state 0, meltyblood]
type = varadd
trigger1 = time = 1
var(47) = 100
persistent = 0

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201


[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 3
fvar(5) = fvar(5)*0.9
persistent = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 5
value = 100, 3

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 6
persistent = 0
attr = A, NA
damage = ifelse(var(39)=1,56,52), 0
getpower = ifelse(var(50)=0,100,0)
givepower = 18
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = ifelse(var(37)=1,12,8), ifelse(var(37)=1,22,11)
guard.pausetime = 8, 8
sparkno = 2
sparkxy = 0, -55
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,12,23)
ground.velocity = -3,0
air.slidetime = ifelse(var(37)=1,20,15)
air.hittime  = ifelse(var(37)=1,20,15)
air.velocity = -4.5,-5.8
air.fall = 1
fall.recovertime = ifelse(var(37)=1,140,30)
envshake.time = 10
envshake.ampl = 2

[state 0,0]
type = reversaldef
trigger1 = enemy,movetype = A
trigger1 = time <= 5
Reversal.Attr = SCA, NA,SA,NP,SP
pausetime = 14,15
hitsound = S30,2
numhits = 0
sparkno = S7109
sparkxy = 35,-10

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 4
;trigger1 = p2dist y = [-15,25]
trigger1 = random >= 500
trigger1 = var(47) % 10000 < 1000
value = 630

[State 200, AI]
type = ChangeState
trigger1 = movehit
trigger1 = var(59) = 1
trigger1 = var(32) = 0
trigger1 = p2bodydist y = [-150,15]
value = 633




;------------------------------------------------------
;JZ きゅうそくるくるけん
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
ctrl = 0
anim = 630
sprpriority = 2
poweradd = 0
[state 0, meltyblood]
type = varadd
trigger1 = time = 1
var(47) = 1000
persistent = 0

[state 2, critical]
type = varrandom
trigger1 = time <= 1
v = 39
range = 0,31
[state 2, critical]
type = bgpalfx
triggerall = var(39) = 1
trigger1 = movehit
time = 4
mul = 200,200,200
add = 122,0,0
persistent = 0
[State 0, critical]
type = Explod
persistent = 0
triggerall = Numexplod(201) = 0
triggerall = var(39) = 1
trigger1 = movehit
anim = 7060
scale = 0.5,0.5
postype = left
pos = ifelse(teamside = 1,0,260),60
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201

[State 0, 0]
type = null;Helper
trigger1 = time = 4
helpertype = normal
name = "effect"
ID = 625
stateno = 625
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1

[state 0,reverse]
type = varset
trigger1 = time = 0
trigger1 = enemy,gethitvar(hitcount) >= 2
fvar(5) = fvar(5)*0.85
persistent = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 5
value = 100, 3

[State 200, HitDef1]
type = HitDef
trigger1 = time >= 6
persistent = 0
attr = A, NA
damage = ifelse(var(39)=1,35,32), 0
getpower = ifelse(var(50)=0,30,0)
givepower = 18
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = ifelse(var(37)=1,12,8), ifelse(var(37)=1,22,11)
guard.pausetime = 8, 13
sparkno = 2
sparkxy = -8, -50
hitsound = S101, 3
guardsound = S0, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = ifelse(enemy,gethitvar(hitcount) >= 3,12,23)
ground.velocity = -2,0
air.slidetime = ifelse(var(37)=1,20,15)
air.hittime  = ifelse(var(37)=1,20,15)
air.velocity = -3,2.8
air.fall = 1
fall.recovertime = ifelse(var(37)=1,40,30)
envshake.time = 10
envshake.ampl = 2
p2stateno = 621

[state 0,0]
type = reversaldef
trigger1 = enemy,movetype = A
trigger1 = time <= 5
Reversal.Attr = SCA, NA,SA,NP,SP
pausetime = 14,15
hitsound = S30,2
numhits = 0
sparkno = S7109
sparkxy = 35,-10

[State 210, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State 210, 3]
type = Changeanim
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 5040

[State 210, 3]
type = null;Changestate
triggerall = var(59) = 1
trigger1 = anim != 5040
trigger1 = animtime = 0
value = 626

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 626]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
triggerall = prevstateno != 3550
triggerall = prevstateno != 2170
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
triggerall = prevstateno = 905
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 9929;JUMPLAND

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND


;------------------------------------------
; 空中ダッシュaiair dash
[Statedef 631]
type    = A
movetype= I
physics = N
ctrl = 1
anim = 107
sprpriority = 2

[State 701, Effect]
type = Explod
trigger1 = Time = 1
anim = 7066
postype = p1
pos = 10,-65
sprpriority = 5
ownpal = 1
ignorehitpause = 1
removeongethit = 1
scale = 0.5,0.5

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 0, 2

[State 105, 1]
type = VelSet
trigger1 = Time <= 8
x = 5.5
y = -1.8

[state 0,0]
type = varadd
trigger1 = time = 1
var(5) = 1

[state 0,0]
type = velset
trigger1 = time <= 1
x = 7

[state 0,0]
type = veladd
trigger1 = time >= 1
y = 0.45

[State 1000, 3]
type = ChangeState
trigger1 = time >= 20
value = 51
ctrl = 1

[State 1000, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 1

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 9
value = 620

;---------------------------------------------------------------------------
; AiAirJump Start
[Statedef 633]
type    = A
physics = N
ctrl = 0
velset = 0,0

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

;方向転換
[State 1510, Turn]
type = Turn
Trigger1 = P2Dist X < 0


[State 45, 3]
type = VarSet
trigger1 = Time = 0
var(32) = 1

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = 1
sysvar(1) = 1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 634
ctrl = 1

;---------------------------------------------------------------------------
; AI Jump Up
[Statedef 634]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
;triggerall = prevstateno = 45
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 3
trigger1 = random >= 760
trigger1 = p2dist y = [-30,30]
value = 600
[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 3
trigger1 = p2dist y = [-130,30]
value = 610
[State 200, AI]
type = ChangeState
trigger1 = var(59) = 1
trigger1 = time >= 4
trigger1 = p2dist y = [0,50]
value = 630

;------------------------------------------------------
;JZ エフェクト
[Statedef 625]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 622
sprpriority = 3

[state 0,0]
type = bindtoparent
trigger1 = time >= 0
pos = -30,0

[State 210, 3]
type = destroyself
trigger1 = parent,stateno != 620
trigger2 = animtime = 0

;------------------------------------------------------
;相手
[Statedef 621]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5070;60
velset = -2,10

[State 5100, 11]
type = PosFreeze
trigger1 = Time <= floor(GetHitVar(hittime)*0.5)

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

[state 0,0]
type = selfstate
triggerall = pos y >= -1
;triggerall = gethitvar(hitcount) >= 20
trigger1 = command = "down"
trigger2 = command = "up"
value = 5100

[state 0,0]
type = changestate
trigger1 = pos y >= 0
;trigger2 = statetype != A
value = 622

[state 0,0]
type = velset
trigger1 = prevstateno = 622
y = ifelse(gethitvar(hitcount)<=4,-8,-5)

;------------------------------------------------------
;あ痛(イテ)２
[Statedef 622]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5070
velset = 0,-7;ifelse(gethitvar(hitcount)<35,-8 + gethitvar(hitcount)*0.2, -1)

[state 0,0]
type = playsnd
trigger1 = time = 0
value = F7,2

[state 0,0]
type = null;velset
trigger1 = time = 0
;trigger1 = gethitvar(hitcount) <= 1
x = -5

[state 0,0]
type = veladd
trigger1 = time >= 2
y = 0.45

[state 0,0]
type = selfstate
trigger1 = time >= 5
trigger1 = pos y >= 0
value = 5110


;---------------------------------------------------------------------------
; 復帰　真上
[Statedef 623]
type    = A
movetype= I
physics = A
anim = 41
ctrl = 1

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 0,0]
type = nothitby
trigger1 = 1
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 10050, 0]
type = Velset
trigger1 = Time = 0
x = 0
y = -7

[State 10050, 0]
type = Veladd
trigger1 = Time >= 2
y = 0.3

[State 10050, 2]
type = selfState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 52

;---------------------------------------------------------------------------
; 復帰　うしろ

[Statedef 624]
type    = A
movetype= I
physics = A
anim = 41
ctrl = 1

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 0,0]
type = nothitby
trigger1 = 1
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 10050, 0]
type = Velset
trigger1 = Time = 0
x = -4
y = -6.5

[State 10050, 2]
type = selfState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 52

;---------------------------------------------------------------------------
; 復帰　

[Statedef 625]
type    = A
movetype= I
physics = A
anim = 41
ctrl = 1

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 0,0]
type = nothitby
trigger1 = 1
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 10050, 0]
type = Velset
trigger1 = Time = 0
x = -4
y = -6.5

[State 10050, 2]
type = selfState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 52



;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 107;6
sprpriority = 1
velset = 0,0

[State 20, 1]
type = changestate
triggerall = enemy,name = "JAGI"
trigger1 = enemy,Numhelper(1001) >= 1
value = 0
ctrl = 1

[State 210, 2]
type = PlaySnd
trigger1 = prevstateno != 7040
trigger1 = time = 18
value = 0, 1
persistent = 0
ignorehitpause = 1

[State 100, 4]
type = ChangeState
trigger1 = time >= 20;animtime = 0
value = 0
ctrl = 1


[State 1000, r]
type = Helper
triggerall = fvar(15) <= 0
triggerall = var(33) = 7
triggerall = var(41) = 3
trigger1 = time = 5
helpertype = normal
name = "maborosi"
pos = 12,0
postype = p1
stateno = 9662
ownpal = 1
id = 9662
keyctrl = 0



[State 105, 1]
type = VelSet
trigger1 = Time < 8
x = -4
[State 105, 1]
type = VelSet
trigger1 = Time = 8
x = -3
[State 105, 1]
type = VelSet
trigger1 = Time = 17
x = 0

[State 105, 2]
type = CtrlSet
trigger1 = Time = 28
value = 1

[state 0,0]
type = assertspecial
flag = invisible
trigger1 = var(55) >= 1
trigger1 = time <= 12

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 8

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn

;---------------------------------------------------------------------------
; RUN_BACK2
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 106
sprpriority = 1
velset = 0,0

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 1
value = 0,1

[State 105, 1]
type = posset
trigger1 = Time >= 0
y = 0

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;壁までふっとび

[Statedef 612]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[state 0,0]
type = posadd
trigger1 = prevstateno = 906
trigger1 = time = 0
y = 55

[state 0,0]
type = turn
triggerall = prevstateno != 901
trigger1 = facing = enemy,facing
trigger1 = time = 0

[state 0,0]
type = changeanim2
trigger1 = time = 0
value = 612

[state 0,0]
type = velset
trigger1 = time = 0
x = -8.6
y = 0

[state 0,0]
type = selfstate
trigger1 = time >= 300
trigger1 = pos y >= -20
;trigger1 = canrecover
trigger1 = command = "recovery"
trigger1 = life >= 1
value = 5200

[state 0,0]
type = selfstate
trigger1 = time >= 300
trigger1 = pos y >= -1
trigger1 = canrecover
trigger1 = command = "recovery"
trigger1 = life >= 1
value = 5210


[state 0,0]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[state 0,0]
type = changestate
trigger1 = backedgedist <= 3
value = 613


;---------------------------------------------------------------------------
;壁バウンド

[Statedef 613]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2

[state 0,0]
type = lifeadd
trigger1 = time = 0
value = -8
kill = 0

[state 0,0]
type = lifeadd
triggerall = enemy,numhelper(2011) >= 1
trigger1 = time = 0
value = -15

[state 0,0]
type = poweradd
trigger1 = time = 0
value = 10

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = F72
postype = p1
pos = -20,-50
ownpal = 1
sprpriority = 3

[state 0,0]
type = envshake
trigger1 = time = 0
time = 12

[state 0,0]
type = velset
triggerall = prevstateno != 3501
trigger1 = time = 5
x = 0.4
y = -7.2
[state 0,0]
type = velset
triggerall = prevstateno = 3501
trigger1 = time = 5
x = 0.4
y = -4.2

[State 3900, NotHitBy]
type = NotHitBy
triggerall = prevstateno = 3501
trigger1 = Time >= 0
value = SCA
time = 2

[state 0,0]
type = veladd
trigger1 = time >= 5
y = 0.45

[state 0,0]
type = changeanim
trigger1 = time = 6
trigger1 = selfanimexist(5050)
value = 5050

[state 0,0]
type = changeanim2
trigger1 = time = 4
;trigger1 = anim != 5050
value = 612

[state 0,0]
type = selfstate
trigger1 = vel y > 0 && pos y >= 0
value = 5100


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

[Statedef 1405]
type    = A
physics = A
ctrl = 1

[State 1405, 1a]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.1

[State 1405, 1b]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.25



;------------------------------------------
; 空中ダッシュair dash
[Statedef 234]
type    = A
movetype= I
physics = N
ctrl = 0
;anim = ifelse(var(55)<=0,102,1210)
sprpriority = 2
[state 0,0]
type = null;velset
trigger1 = prevstateno != [7040,7041]
trigger1 = prevstateno != 103
trigger1 = time = 0
x = 0
y = 0

[state 0,0]
type = changeanim
trigger1 = prevstateno != [7040,7041]
trigger1 = prevstateno != 103
trigger1 = time = 0
value = ifelse(var(55)<=0,102,1210)

[state 0,0]
type = assertspecial
flag = invisible
trigger1 = var(55) >= 1
trigger1 = time >= 10
[state 0,0]
type = palfx
trigger1 = time <= 10
trigger1 = var(55) >= 1
mul = 255-(time*25),255-(time*25),255-(time*25)
time = 1


;[state 0,0]
;type = changeanim
;trigger1 = time = 0
;trigger1 = var(41) != 0
;value = 7508


[State 200, AI]
type = ChangeState
trigger1 = time >= 3
trigger1 = prevstateno = 4044
;trigger1 = p2dist x >= 50
trigger1 = var(59) = 1
;trigger1 = enemy,statetype = A
trigger1 = enemy,movetype = H
trigger1 = enemy,life > 0
value = 9610

[State 105, 2]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 701, Effect]
type = Explod
triggerall = var(41) = 0
trigger1 = Time = 1
anim = 7445
postype = p1
pos = 10,-65
sprpriority = 5
ownpal = 1
ignorehitpause = 1
removeongethit = 1
scale = 0.5,0.5

[state 0,0];メルティコンボリセット
type = varset
trigger1 = time >= 0
var(47) = 0

[State 0, 0]
type = PlaySnd
triggerall = prevstateno != [4043,4044]
trigger1 = time = 0
value = 0, 2

[State 105, 1]
type = VelSet
trigger1 = Time = [2,15]
x = 5.7;4.8
y = 0
[state 0,0]
type = velset
trigger1 = time = 16
x = 3.6

[State 1000, 3]
type = Changeanim
trigger1 = time >= 17
value = 43
ctrl = 1

[state 0,0]
type = varadd
trigger1 = time = 1
var(5) = 1

[state 0,0]
type = varadd
triggerall = var(41) = 3
triggerall = var(33) = 2
;triggerall = var(32) >= 2
trigger1 = time = 1
var(32) = 1

[state 0,0]
type = velset
trigger1 = time <= 1
x = 7

[State 3000, Cut in]
type = Explod
triggerall = var(41) = 3
trigger1 = numexplod(1997) <= 4
trigger1 = time <= 20
persistent = 5
anim = 7324
postype = p1
pos = (random %10),((random %10)*2)-45
vel = -3,0
ownpal = 1
sprpriority = -5
supermovetime =100
scale = 0.25,0.25
removetime = 20
id = 1997

[state 0,0]
type = veladd
trigger1 = time >= 17
y = 0.45

[State 1000, 3]
type = ChangeState
trigger1 = time >= 17
value = 51
ctrl = 1

[State 1000, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 1

[State 100, 9]
type = AssertSpecial
trigger1 = var(41) = 3
flag = noairguard
ignorehitpause = 1



[State 200, AI]
type = ChangeState
trigger1 = p2dist x = [-25,25]
trigger1 = var(59) = 1
trigger1 = var(41) = 3
trigger1 = time >= 3
trigger1 = random >= 300
trigger1 = enemy,life > 0
value = 9600
[State 200, AI]
type = ChangeState
trigger1 = p2dist x = [0,22]
trigger1 = var(59) = 1
trigger1 = var(41) = 3
trigger1 = time >= 3
trigger1 = random >= 300
trigger1 = enemy,life > 0
value = 9611

[State 200, AI]
type = ChangeState
trigger1 = p2dist x = [-31,50]
trigger1 = var(59) = 1
trigger1 = var(41) = 3
trigger1 = time >= 4
trigger1 = random >= 430
trigger1 = enemy,statetype = C
trigger1 = enemy,life > 0
value = 9620




[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 18
range = -15,-1
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = -12,2

[State 701, Effect]
type = Explod
trigger1 = prevstateno = 103
trigger1 = Time = [0,10]
anim = 1550
postype = p1
pos = -5,-65
random = 10,40
sprpriority = 5
ownpal = 0
ignorehitpause = 1
removeongethit = 1
scale = 0.1,0.1
vel = var(18)*0.5,var(19)*0.5



;---------------------------------------------------------------
;グレイズ
[Statedef 236]
type = U
movetype = I
physics = U
;ctrl = 0
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 18
range = -15,-1
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = -12,2

[State 701, Effect]
type = Explod
trigger1 = Time = [0,10]
anim = 1550
postype = p1
pos = -5,-65
random = 10,40
sprpriority = 5
ownpal = 0
ignorehitpause = 1
removeongethit = 1
scale = 0.1,0.1
vel = var(18)*0.5,var(19)*0.5

[state 0,0]
type = poweradd
trigger1 = time = 0
value = 30

[State 2000, 1]
type = ChangeState
trigger1 = 1
value = 234
ignorehitpause = 1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; AIR=RUN_BACK
[Statedef 235]
type    = A
physics = N
ctrl = 0
anim = 105;1096;43
sprpriority = 1

[state 0,0]
type = assertspecial
flag = invisible
trigger1 = var(55) >= 1
trigger1 = time <= 12

[State 0, 0]
type = PlaySnd
trigger1 = time = 0
value = 0, 2

[State 0, 0]
type = Explod
triggerall = var(41) = 0
trigger1 = time = 1
anim = 7445
postype = p1
pos = -34,-50
ownpal = 1
facing = -1
sprpriority = 3
scale = 0.5,0.5
bindtime = 3


[State 3000, Cut in]
type = Explod
triggerall = var(41) = 3
trigger1 = numexplod(1997) <= 4
trigger1 = time <= 17
persistent = 5
anim = 7324
postype = p1
pos = (random %10)-20,((random %10)*3)-45
vel = 3,0
ownpal = 1
sprpriority = -5
supermovetime =100
scale = 0.25,0.25
removetime = 15
id = 1997

[State 105, 1]
type = VelSet
trigger1 = Time = [2,13]
x = -5
y = 0
[State 105, 1]
type = changeanim
trigger1 = Time = 13
value = 44
[State 105, 1]
type = statetypeset
trigger1 = Time = 13
physics = A

[State 105, 2]
type = CtrlSet
trigger1 = Time = 8
value = 1

[State 0,0]
type = nothitby
trigger1 = time = 0
value = SCA
time = 5

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

[state 0,0]
type = varadd
trigger1 = time = 1
var(5) = 1

[state 0,0]
type = varadd
triggerall = var(41) = 3
triggerall = var(33) = 2
;triggerall = var(32) >= 2
trigger1 = time = 1
var(32) = 1


;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 50, 1]
type = VarSet
trigger1 = Time = 0
var(32) = 0

[State 12, 1]
type = Changeanim
trigger1 = var(21) = 1
trigger1 = anim != 2001
value = 2001

[state 0,0];リセット
type = varset
trigger1 = time >= 0
var(15) = 0

[state 0,0];リセット
type = varset
trigger1 = time >= 0
var(5) = 0

[state 0,0]
type = changestate
trigger1 = life = 0
value = 5050
ctrl = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
trigger1 = prevstateno != [9920,9929]
trigger2 = Time = 12
trigger2 = prevstateno = [9920,9929]
value = 1


[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 12, 1]
type = Changeanim
trigger1 = prevstateno = 1081
trigger1 = time = 0
value = 7077


;---------------------------------------------------------------------------
; Jump Land
[Statedef 9929]
type    = S
physics = S
ctrl = 0
anim = 312;7019

[State 100, 9]
type = AssertSpecial
trigger1 = prevstateno = 9014
trigger2 = prevstateno = 50
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[State 52, 3]
type = CtrlSet
trigger1 = prevstateno = 9014
trigger2 = prevstateno = 50
value = 1

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = prevstateno = 9014
trigger2 = prevstateno = 50
flag = NoWalk
flag2 = NoAutoTurn

[State 12, 1]
type = null;Changeanim
trigger1 = prevstateno = [9921,9922]
trigger1 = time = 0
value = 7077

[State 50, 1]
type = VarSet
trigger1 = Time = 0
var(32) = 0


[State 12, 1]
type = Changeanim
trigger1 = prevstateno = [9920,9921]
trigger1 = time = 0
value = 314
[State 12, 1]
type = Changeanim
trigger1 = prevstateno = [1030,1034]
trigger1 = time = 0
value = 314

[State 12, 1]
type = Changeanim
trigger1 = var(21) = 1
trigger1 = anim != 2001
value = 2001


[State 12, 1]
type = Changeanim
trigger1 = prevstateno = [1070,1076]
trigger1 = time = 0
value = 7454
[State 12, 1]
type = Changeanim
trigger1 = prevstateno = [9010,9039]
trigger1 = time = 0
value = 101

[state 0,0];リセット
type = varset
trigger1 = time >= 0
var(15) = 0

[state 0,0]
type = changestate
trigger1 = life = 0
value = 5050
ctrl = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 52, 4]
type = ChangeState
trigger1 = prevstateno = 1110
trigger1 = time = 4
value = 0
ctrl = 1

[state 0,0]
type = envshake
triggerall = time = 0
trigger1 = prevstateno = 905
;trigger2 = prevstateno = 1062
trigger2 = prevstateno = 2031
trigger3 = prevstateno = [1030,1034]
time = 25









;---------------------------------------------------------------------------
; AI コンボ用dash
[Statedef 213]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = time = 16
trigger2 = p2dist x <= 60
value = 211



;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5100, 2]
type = Changestate
triggerall = var(41) = 3
triggerall = var(33) = 3
triggerall = alive
triggerall = CanRecover
trigger1 = command = "214_a"
trigger1 = time >= 5
value = 9840
[State 5100, 2]
type = Changestate
triggerall = var(41) = 3
triggerall = var(33) = 3
triggerall = alive
triggerall = CanRecover
trigger1 = command = "236_a"
trigger1 = time >= 5
value = 9841

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
triggerall = Numexplod(8999) = 0
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
;triggerall = Numexplod(8999) = 0
trigger1 = AnimTime = 0
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, -2, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = command = "a"
trigger2 = var(41) != 3
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = command = "a"
trigger2 = var(41) != 3
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

[State 5100, 2]
type = Changestate
triggerall = var(41) = 0
triggerall = alive
triggerall = CanRecover
triggerall = pos y = [-8,0]
trigger1 = command = "up"
value = 10050

[State 5100, 2]
type = Changestate
triggerall = var(41) = 0
triggerall = alive
triggerall = CanRecover
triggerall = pos y = [-8,0]
trigger1 = command = "back"
value = 10051

[State 5100, 2]
type = Changestate
triggerall = var(41) = 0
triggerall = alive
triggerall = CanRecover
triggerall = pos y = [-8,0]
trigger1 = command = "fwd"
value = 10052



;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 5100]
type    = L
movetype= H
physics = N


[State 5100, 7]
type = ChangeState
triggerall = alive
triggerall = CanRecover
trigger1 = var(41) = 3
trigger1 = var(16) >= 1
trigger1 = command = "holda"
value = 5202

[State 5110, 1]
type = ChangeAnim
persistent = 0
trigger1 = prevstateno = 5071
trigger2 = enemy,name = "Nagato Yuki"
trigger2 = prevstateno = 8716
value = 5075
[State 5110, 1]
type = ChangeAnim
trigger1 = anim != 5075
trigger1 = enemy,name = "Nagato Yuki"
trigger1 = prevstateno = 8716
value = 5075


[State 5100, 2]
type = Changestate
triggerall = CanRecover
triggerall = alive
triggerall = var(41) <= 1
trigger1 = command = "up"
value = 10050

[State 5100, 2]
type = Changestate
triggerall = CanRecover
triggerall = alive
triggerall = var(41) <= 1
trigger1 = command = "back"
value = 10051

[State 5100, 2]
type = Changestate
triggerall = CanRecover
triggerall = alive
triggerall = var(41) <= 1
trigger1 = command = "fwd"
value = 10052

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = prevstateno != 5071
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = prevstateno != 5071
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100+var(31) + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 12]
type = ChangeState
trigger1 = Time = 20
value = 5101

[State 5100, 7]
type = ChangeState
trigger1 = Time >= 0
trigger1 = anim = 7069
value = 5150

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20



;---------------------------------------------------------------------------
; 復帰　真上

[Statedef 10050]
type    = A
movetype= I
physics = A
anim = 41
ctrl = 1

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 0,0]
type = nothitby
trigger1 = 1
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 10050, 0]
type = Velset
trigger1 = Time = 0
x = 0
y = -7

[State 10050, 0]
type = Veladd
trigger1 = Time >= 2
y = 0.3

[State 10050, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 52

;---------------------------------------------------------------------------
; 復帰　うしろ

[Statedef 10051]
type    = A
movetype= I
physics = A
anim = 41
ctrl = 1

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 0,0]
type = nothitby
trigger1 = 1
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 10050, 0]
type = Velset
trigger1 = Time = 0
x = -4
y = -6.5

[State 10050, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 52


;---------------------------------------------------------------------------
; 復帰　fwd

[Statedef 10052]
type    = A
movetype= I
physics = A
anim = 41
ctrl = 1

[State 0,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 0,0]
type = nothitby
trigger1 = 1
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 10050, 0]
type = Velset
trigger1 = Time = 0
x = 4
y = -6.5

[State 10050, 2]
type = ChangeState
trigger1 = pos Y >= 0
trigger1 = time >= 10
value = 52

;------------------------------------------
;その場受身　
[Statedef 10053]
type    = C
movetype= I
physics = S
ctrl = 0
anim = 7131
sprpriority = 0

[State 3, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

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

[State 0,0]
type = nothitby
trigger1 = time = 0
value = SCA, NT, ST, HT
time = 25

[state 0,0]
type = posset
trigger1 = time <= 10
y = 0

[state 0,0]
type = velset
trigger1 = time <= 10
x = -0.5

[State 52, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------------
;うしろに受身
[Statedef 10054]
type    = C
movetype= I
physics = S
ctrl = 0
anim = 7131
sprpriority = 0
[state 0,0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[state 0,0]
type = posset
trigger1 = time <= 10
y = 0

[State 0,0]
type = nothitby
trigger1 = time = 0
value = SCA, NT, ST, HT
time = 25

[state 0,0]
type = velset
trigger1 = time <= 10
x = -4.9

[State 52, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1








;------------------------------------------
;特殊ゲージ アルカナ　ブースト　var9
[Statedef 9040]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 5


[State 0,0]
type = RemoveExplod
trigger1 = parent,var(9) >= 33
id =7503
[State 0,0]
type = RemoveExplod
trigger1 = parent,var(9) >= 66
id =7513
[State 0,0]
type = RemoveExplod
trigger1 = parent,var(9) >= 99
id =7523
[State 0,0]
type = RemoveExplod
triggerall = Numexplod(7790) = 0
trigger1 = parent,stateno = 195
trigger2 = parent,var(48) != 3
trigger3 = parent,stateno = 7074


[State 0,0]
type = RemoveExplod
trigger1 = parent,var(16) <= 3
trigger1 = parent,command = "a"
id =7522

[State 0,0]
type = RemoveExplod
trigger1 = parent,command = "b"
trigger2 = parent,command = "c"
id =7550

[State 0, bg];黒背景 1ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
triggerall = Numexplod(7502) = 0
trigger1 = parent,var(41) = 3
;trigger1 = roundstate >= 2
anim = 7502
postype = left
pos = ifelse(teamside = 1,40,185),217 + parent,var(58);☆
ownpal = 1
;ontop = 1
sprpriority = 4
bindtime = -1
pausemovetime = 100
id = 7502
ignorehitpause = 1
scale = 0.5,0.5

[State 0, effect];オレンジ 1ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
;triggerall = Numexplod(7503) = 0
trigger1 = parent,var(41) = 3
trigger1 = parent,var(9) <= 32
trigger1 = parent,var(30) <=99;0
anim = 7503
postype = left
pos = ifelse(teamside = 1,40,185),217 + parent,var(58);☆
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 7503
ignorehitpause = 1
scale = (parent,var(9)*0.03)*0.5,0.5
[State 0, effect];溜まった 1ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
triggerall = Numexplod(7504) = 0
trigger1 = parent,var(41) = 3
trigger1 = parent,var(9) >= 33
trigger1 = parent,var(16) >= 1
anim = 7501
postype = left
pos = ifelse(teamside = 1,40,185),217 + parent,var(58);☆
ownpal = ifelse(parent,fvar(12)=0,0,1)
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 7504
ignorehitpause = 1
scale = 0.5,0.5
removetime = -1

[State 0, effect];× 1ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
;triggerall = Numexplod(7503) = 0
trigger1 = parent,var(41) = 3
trigger1 = parent,var(9) <= 32
trigger1 = parent,var(30) > 100
anim = 7511
postype = left
pos = ifelse(teamside = 1,40,185),217 + parent,var(58);☆
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 7503
ignorehitpause = 1
scale = 0.5,0.5


;[state 0,0]
;type = palfx
;triggerall = parent,var(41) = 3
;trigger1 = gametime % 60 = 0
;add = 200,200,200
;time = 10

[state 0,0]
type = palfx
;triggerall = parent,
triggerall = parent,fvar(12) = 0
trigger1 = gametime % 60 = 0
mul = 210,210,210
time = 10

[state 0,0]
type = palfx
;triggerall = parent,
trigger1 = parent,fvar(12) != 0
time = 9999
color = 0

[State 0, bg];黒背景 2ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
triggerall = Numexplod(7512) = 0
trigger1 = parent,var(41) = 3
;trigger1 = roundstate >= 2
anim = 7502
postype = left
pos = ifelse(teamside = 1,70,215),217 + parent,var(58);☆
ownpal = 1
;ontop = 1
sprpriority = 4
bindtime = -1
pausemovetime = 100
id = 7512
ignorehitpause = 1
scale = 0.5,0.5

[State 0, effect];オレンジ 2ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
trigger1 = parent,var(41) = 3
trigger1 = parent,var(9) = [33,65]
trigger1 = parent,var(30) <= 99;0
anim = 7503
postype = left
pos = ifelse(teamside = 1,70,215),217 + parent,var(58);☆
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 7503
ignorehitpause = 1
scale = ((parent,var(9)*0.03)*0.5)-0.5,0.5
[State 0, effect];溜まった 2ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
triggerall = Numexplod(7514) = 0
trigger1 = parent,var(41) = 3
trigger1 = parent,var(9) >= 66
trigger1 = parent,var(16) >= 2
anim = 7501
postype = left
pos = ifelse(teamside = 1,70,215),217 + parent,var(58);☆
ownpal = ifelse(parent,fvar(12)=0,0,1)
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 7514
ignorehitpause = 1
scale = 0.5,0.5
removetime = -1

[State 0, effect];× 2ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
trigger1 = parent,var(41) = 3
trigger1 = parent,var(9) <= 65
trigger1 = parent,var(30) > 100;0
anim = 7511
postype = left
pos = ifelse(teamside = 1,70,215),217 + parent,var(58);
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 7503
ignorehitpause = 1
scale = 0.5,0.5







[State 0, bg];黒背景 3ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
triggerall = Numexplod(7522) = 0
trigger1 = parent,var(41) = 3
;trigger1 = roundstate >= 2
anim = ifelse(var(16)<=2,7502,7511)
postype = left
pos = ifelse(teamside = 1,100,245),217 + parent,var(58);☆
ownpal = 1
;ontop = 1
sprpriority = 4
bindtime = -1
pausemovetime = 100
id = 7522
ignorehitpause = 1
scale = 0.5,0.5

[State 0, effect];オレンジ3ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
trigger1 = parent,var(41) = 3
trigger1 = parent,var(9) = [66,98]
trigger1 = parent,var(30) <= 99;0
anim = 7503
postype = left
pos = ifelse(teamside = 1,100,245),217 + parent,var(58);☆
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 7503
ignorehitpause = 1
scale = ((parent,var(9)*0.03)*0.5)-1,0.5
[State 0, effect];溜まった 3ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
triggerall = Numexplod(7524) = 0
trigger1 = parent,var(41) = 3
trigger1 = parent,var(9) >= 99
trigger1 = parent,var(16) >= 3
anim = 7501
postype = left
pos = ifelse(teamside = 1,100,245),217 + parent,var(58);☆
ownpal = ifelse(parent,fvar(12)=0,0,1)
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 7524
ignorehitpause = 1
scale = 0.5,0.5
removetime = -1

[State 0, effect];×3ゲージ目
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
trigger1 = parent,var(41) = 3
trigger1 = parent,var(9) <= 98
trigger1 = parent,var(30) > 100;0
anim = 7511
postype = left
pos = ifelse(teamside = 1,100,245),217 + parent,var(58);☆
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 7503
ignorehitpause = 1
scale = 0.5,0.5







[state 0,0]
type = parentvaradd
;triggerall = parent,var(33) != 11
triggerall = parent,var(59) = 0
triggerall = parent,movetype != H
triggerall = parent,var(41) = 3
trigger1 = parent,command = "b"
trigger1 = parent,command != "c"
v = 33
value = ifelse(parent,var(33)>=10,-10,1)

[state 0,0]
type = parentvaradd
;triggerall = parent,var(33) != 11
triggerall = parent,var(59) = 0
triggerall = parent,movetype != H
triggerall = parent,var(41) = 3
trigger1 = parent,command = "c"
trigger1 = parent,command != "b"
v = 33
value = ifelse(parent,var(33)<=0,10,-1)

[state 0,0]
type = parentvarset
triggerall = parent,var(59) = 0
triggerall = parent,movetype != H
;triggerall = enemy,gethitvar(hitcount) >= 2
;triggerall = parent,movetype != A
triggerall = parent,numhelper(1001) = 0
triggerall = parent,var(41) = 3
trigger1 = parent,command = "c"
trigger1 = parent,command = "b"
v = 33
value = 11




[State 0, 0];アルカナ
type = Explod
triggerall = Numexplod(7550) = 0
trigger1 = parent,stateno != 7074
trigger1 = parent,var(41) = 3
;trigger1 = parent,fvar(12) = 0
;trigger1 = rou
anim = 7650 + parent,var(33)
postype = left
pos = ifelse(teamside = 1,0,305),210; + parent,var(58);☆ ; 15*30
ownpal = ifelse(parent,fvar(12)=0,1,0)
ontop = 1
sprpriority = 5
bindtime = -1
;pausemovetime = 100
id = 7550
scale = 0.25,0.25
removetime = -1
[State 0, 0];アルカナ
type = null;Explod
triggerall = Numexplod(7550) = 0
trigger1 = parent,stateno != 7074
trigger1 = parent,var(41) = 3
trigger1 = parent,fvar(12) != 0
;trigger1 = rou
anim = 7650 + parent,var(33)
postype = left
pos = ifelse(teamside = 1,1,310),220; + parent,var(58);☆ ; 15*30
ownpal = 0
ontop = 1
sprpriority = 5
bindtime = -1
;pausemovetime = 100
id = 7550
scale = 0.25,0.25
removetime = -1

[State 0,0]
type = RemoveExplod
trigger1 = parent,stateno = 7010
id =7550


[state 0,0]
type = null;BGpalfx
triggerall = roundstate = 2
trigger1 = parent,var(33) = 11
trigger1 = parent,stateno != 7010
trigger1 = parent,fvar(12) = 0.1
mul = 90,90,90
time = 80








[State 0, effect];簡易タイムバー
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
;triggerall = Numexplod(7503) = 0
trigger1 = parent,var(41) = 3
trigger1 = parent,var(33) = 7
trigger1 = parent,fvar(15) > 0
anim = 7789;7120
postype = left
pos = 0,235; + parent,var(58);☆
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 10
supermovetime = 10
;id = 7503
ignorehitpause = 1
scale = (parent,fvar(15))*0.008,2

[State 0, effect];簡易タイムバー
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
;triggerall = Numexplod(7503) = 0
trigger1 = parent,var(41) = 3
;trigger1 = parent,var(33) = 0
trigger1 = parent,fvar(14) > 0
anim = 7789;7120
postype = left
pos = 0,235; + parent,var(58);☆
ownpal = 0
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 10
supermovetime = 10
;id = 7503
ignorehitpause = 1
scale = (parent,fvar(14))*0.005,2
[state 0,0]
type = palfx
triggerall = parent,var(41) = 3
trigger1 = parent,fvar(14) > 0
mul = 100,100,100
time = 1

[state -2,0]
type = playsnd
triggerall = enemy,var(24) = 7
trigger1 = enemy,authorname = "Drowin" && enemy,name = "Nagato Yuki"
trigger2 = enemy,authorname = "Drowin" && enemy,name = "Q-drowin"
trigger3 = enemy,authorname = "Drowin" && enemy,name = "Jam-D"
trigger4 = enemy,authorname = "Drowin arcana" && enemy,name = "Setsuna Sakurazaki"
trigger5 = enemy,authorname = "Drowin arcana" && enemy,name = "Miyako Arima"
trigger6 = enemy,authorname = "Drowin hokuto"
trigger7 = enemy,authorname = "Drowin arcana"
value = 3,5
persistent = 0
[State 0, effect];星0つ
type = Explod
triggerall = enemy,var(24) = 7
trigger1 = enemy,authorname = "Drowin" && enemy,name = "Nagato Yuki"
trigger2 = enemy,authorname = "Drowin" && enemy,name = "Q-drowin"
trigger3 = enemy,authorname = "Drowin" && enemy,name = "Jam-D"
trigger4 = enemy,authorname = "Drowin arcana" && enemy,name = "Setsuna Sakurazaki"
trigger5 = enemy,authorname = "Drowin arcana" && enemy,name = "Miyako Arima"
trigger6 = enemy,authorname = "Drowin hokuto"
trigger7 = enemy,authorname = "Drowin arcana"
anim = 7790
persistent = 0
postype = left
pos = 0,65
ownpal = 1
sprpriority = -5
bindtime = -1
ID = 7790
scale = 0.5,0.5

[State 0,0]
type = RemoveExplod
trigger1 = roundstate >= 3

[state 0,0]
type = destroyself
trigger1 = roundstate >= 3

[state -2,0]
type = parentvarset
triggerall = parent,var(59) = 0
trigger1 = parent,command = "start"
;trigger1 = command = "holdup"
v = 58
value = ifelse(parent,var(58)=0,-8,ifelse(parent,var(58)=-8,15,ifelse(parent,var(58)=15,200,0)))
persistent = 20

;------------------------------------------
;特殊ゲージ
[Statedef 9050]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 5

[state 0,0]
type = palfx
triggerall = parent,var(41) = 2
trigger1 = parent,var(48) < 33
;trigger1 = gametime % 30 = 0
add = -120,-140,200
mul = 200,200,200
time = 1

[state 0,0]
type = palfx
;triggerall = parent,stateno != 8001
triggerall = parent,var(41) = 2
trigger1 = parent,var(48) = [33,66]
;trigger1 = gametime % 30 = 0
add = 45,-100,150
time = 1

[state 0,0]
type = palfx
triggerall = parent,var(41) = 2
trigger1 = parent,var(48) >= 100
;trigger1 = gametime % 30 = 0
add = -120,100,0
time = 1

[State 0, effect];オレンジ
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
trigger1 = parent,var(41) = 2
;trigger1 = roundstate >= 2
;trigger1 = parent,var(48) <= 99
anim = 7120
postype = left
pos = ifelse(teamside = 1,5,185),217 + parent,var(58);☆
ownpal = 0
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 9060
ignorehitpause = 1
scale = (parent,var(48)*0.01)*0.5,0.5

[State 0, fg];枠
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
trigger1 = parent,var(41) = 2
;trigger1 = roundstate >= 2
;triggerall = Numexplod(200) = 0
anim = 7121
postype = left
pos = ifelse(teamside = 1,5,185),217 + parent,var(58);☆
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 9060
ignorehitpause = 1
scale = 0.5,0.5


[State 0, effect]
type = Explod
trigger1 = parent,var(41) = 2
trigger1 = parent,var(0) = 1
anim = 7855
postype = left
pos = ifelse(teamside = 1,5,275),217 + parent,var(58);☆
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
;id = 9061
scale = 0.5,0.5

;------------------------------------------
;特殊ゲージ 北斗七星ゲージ
[Statedef 9051]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 5

[State 0, effect]
type = Explod
trigger1 = parent,var(41) = 2
trigger1 = parent,var(24) = 7
trigger1 = gametime % 50 = 0
anim = 7030
postype = left
pos = ifelse(teamside = 1,280,25),50 + parent,var(52)
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 9061
ignorehitpause = 1
scale = 0.1,0.1



[State 0, effect];星７つ
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
trigger1 = parent,var(41) = 2
trigger1 = parent,var(24) = 0
anim = 7137
postype = left
pos = ifelse(teamside = 1,260,5),35 + parent,var(52)
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 9061
ignorehitpause = 1
scale = 0.5,0.5
[State 0, effect];星6つ
type = Explod
trigger1 = parent,var(41) = 2
trigger1 = parent,var(24) = 1
anim = 7136
postype = left
pos = ifelse(teamside = 1,260,5),35 + parent,var(52)
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 9061
ignorehitpause = 1
scale = 0.5,0.5
[State 0, effect];星5つ
type = Explod
trigger1 = parent,var(41) = 2
trigger1 = parent,var(24) = 2
anim = 7135
postype = left
pos = ifelse(teamside = 1,260,5),35 + parent,var(52)
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 9061
ignorehitpause = 1
scale = 0.5,0.5
[State 0, effect];星4つ
type = Explod
trigger1 = parent,var(41) = 2
trigger1 = parent,var(24) = 3
anim = 7134
postype = left
pos = ifelse(teamside = 1,260,5),35 + parent,var(52)
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 9061
ignorehitpause = 1
scale = 0.5,0.5
[State 0, effect];星3つ
type = Explod
trigger1 = parent,var(41) = 2
trigger1 = parent,var(24) = 4
anim = 7133
postype = left
pos = ifelse(teamside = 1,260,5),35 + parent,var(52)
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 9061
ignorehitpause = 1
scale = 0.5,0.5
[State 0, effect];星2つ
type = Explod
trigger1 = parent,var(41) = 2
trigger1 = parent,var(24) = 5
anim = 7132
postype = left
pos = ifelse(teamside = 1,260,5),35 + parent,var(52)
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 9061
ignorehitpause = 1
scale = 0.5,0.5
[State 0, effect];星1つ
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
trigger1 = parent,var(41) = 2
trigger1 = parent,var(24) = 6
anim = 7131
postype = left
pos = ifelse(teamside = 1,260,5),35 + parent,var(52)
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 9061
ignorehitpause = 1
scale = 0.5,0.5
[State 0, effect];星0つ
type = Explod
triggerall = parent,stateno != [4000,4001]
triggerall = parent,stateno != 8800
triggerall = parent,stateno != 8821
trigger1 = parent,var(41) = 2
trigger1 = parent,var(24) = 7
anim = 7130
postype = left
pos = ifelse(teamside = 1,260,5),35 + parent,var(52)
ownpal = 0
ontop = 1
sprpriority = 5
bindtime = -1
pausemovetime = 100
id = 9061
ignorehitpause = 1
scale = 0.5,0.5

[state -2,0]
type = playsnd
triggerall = enemy,gethitvar(hitcount) = 30
trigger1 = enemy,movetype = H
trigger1 = parent,var(41) = 2
value = 4,6
persistent  = 0
[state -2,0]
type = playsnd
trigger1 = parent,var(24) = 7
value = 5,7
persistent  = 0

[state -2,0]
type = playsnd
triggerall = enemy,var(24) = 7
trigger1 = enemy,authorname = "Drowin" && enemy,name = "Nagato Yuki"
trigger2 = enemy,authorname = "Drowin" && enemy,name = "Q-drowin"
trigger3 = enemy,authorname = "Drowin" && enemy,name = "Jam-D"
trigger4 = enemy,authorname = "Drowin arcana" && enemy,name = "Setsuna Sakurazaki"
trigger5 = enemy,authorname = "Drowin arcana" && enemy,name = "Miyako Arima"
value = 5,6
persistent = 0
[State 0, effect];星0つ
type = Explod
triggerall = enemy,var(24) = 7
trigger1 = enemy,authorname = "Drowin" && enemy,name = "Nagato Yuki"
trigger2 = enemy,authorname = "Drowin" && enemy,name = "Q-drowin"
trigger3 = enemy,authorname = "Drowin" && enemy,name = "Jam-D"
trigger4 = enemy,authorname = "Drowin arcana" && enemy,name = "Setsuna Sakurazaki"
trigger5 = enemy,authorname = "Drowin arcana" && enemy,name = "Miyako Arima"
anim = 7790
persistent = 0
postype = left
pos = 0,65
ownpal = 1
sprpriority = -5
bindtime = -1





;---------------------
;music-box
;「Battle of Rose」
[Statedef 10800]
type = S
movetype = I
ctrl = 0
velset = 0,0
anim = 9999

[State 0, 0]
type = AssertSpecial
trigger1 = 1
flag = nomusic
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1

[state 0,0]
type = playsnd
trigger1 = time = 0
trigger1 = var(12) <= 1
value = 1000,1
loop = 1
channel = 8
volume = 50

[state 0,0]
type = stopsnd
trigger1 = enemy,name = "Setsuna Sakurazaki"
trigger1 = enemy,Numhelper(10800) != 0
trigger1 = teamside = 2
channel = 8

[state 0,0]
type = destroyself
trigger1 = enemy,name = "Setsuna Sakurazaki"
trigger1 = enemy,Numhelper(10800) != 0
trigger1 = teamside = 2

[state 0,0]
type = changestate
trigger1 = parent,life = 0
value = 10801

;---------------------
;music-box
;stop
[Statedef 10801]
type = A
movetype = I
ctrl = 0
velset = 0,0
anim =9999

[state 0,0]
type = stopsnd
trigger1 = time = 1
channel = 8

[state 2,0]
type = removeexplod
trigger1 = time = 2
id = 10

[state 0,0]
type = destroyself
trigger1 = time = 2

;---------------------
;music-box
;stopping
[Statedef 10802]
type = A
ctrl = 0
velset = 0,0

[State 3000, effect]
type = Explod
trigger1 = Numexplod(10) = 0
anim = 7030
postype = left
pos = 0,0
bindtime = -1
ownpal = 1
sprpriority = 5
removetime = 1600
ignorehitpause = 1
ontop  = 1
id = 10

[state 0,0]
type = stopsnd
trigger1 = time = 0
channel = 5

[state 0,0]
type = parentvarset
trigger1 = parent,var(42) != 1
v = 42
value = 2

[state 0,0]
type = changestate
trigger1 = enemy,var(42) != 1
;trigger1 = enemy,name = "Hinaichigo-D"
;trigger1 = enemy,var(40) != 11111
value = 10800

[state 0,0]
type = destroyself
trigger1 = roundstate = 2
trigger1 = parent,var(40) != 11111
trigger1 = parent,stateno != 9910


;------------------------------------------
;カウンター表示
[Statedef 9055]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 5

[State 2, counter];
type = parentvarset
trigger1 = parent,var(37) != 0
v = 37
;ignorehitpause = 1
value = 0

[State 0, counter];COUNTER
type = null;Explod
persistent = 0
triggerall = time = 0
trigger1 = Numexplod(201) = 0
anim = 7061
postype = left
pos = ifelse(parent,teamside = 1,0,250),74
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 201
pausemovetime = 100
supermovetime = 100
scale = 0.5,0.5

[state 0,0]
type = destroyself
trigger1 = time = 55




;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[Statedef -2]


;------------------------------------------------------------------
;ダメージ音声
[State -2, 0];
type = VarRandom
triggerall = Alive = 1
triggerall = Time = 0
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
v = 18
range = 0,10
ignorehitpause = 1

[State -2, 0]
type = PlaySnd
triggerall = random < 700
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Var(18) = 0
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 2,0
channel = 0
ignorehitpause = 1
[State -2, 0]
type = PlaySnd
triggerall = random < 750
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Var(18) = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 2,1
channel = 0
ignorehitpause = 1
[State -2, 0]
type = PlaySnd
triggerall = random < 210
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Var(18) = 2
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 2,2
channel = 0
ignorehitpause = 1
[State -2, 0]
type = PlaySnd
triggerall = random < 210
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Var(18) = 3
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 2,3
channel = 0
ignorehitpause = 1
[State -2, 0]
type = PlaySnd
triggerall = random < 210
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Var(18) = 4
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 2,4
channel = 0
ignorehitpause = 1

[State -2, 0]
type = PlaySnd
triggerall = random < 210
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Var(18) = 5
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 4218,21
channel = 0
ignorehitpause = 1
[State -2, 0]
type = PlaySnd
triggerall = random < 210
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Var(18) = 6
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 4218,22
channel = 0
ignorehitpause = 1
[State -2, 0]
type = PlaySnd
triggerall = random < 210
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Var(18) = 7
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 4218,23
channel = 0
ignorehitpause = 1
[State -2, 0]
type = PlaySnd
triggerall = random < 210
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Var(18) = 8
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 2,5
channel = 0
ignorehitpause = 1
[State -2, 0]
type = PlaySnd
triggerall = random < 210
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Var(18) = 9
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 2,6
channel = 0
ignorehitpause = 1

[State -2, 0]
type =null; PlaySnd
triggerall = random < 330
triggerall = Alive = 1
triggerall = Time = 1
triggerall = Var(18) = 4
triggerall = gethitvar(damage) >= 90
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 2,12
channel = 0
ignorehitpause = 1







[State -2, HEATafter]
type = null;AfterImage
triggerall = time = 1
trigger1 = var(50) = 2
trigger2 = var(50) = 3
length = 6
PalBright = 1, 1, 1
PalContrast = 75,75,70
PalAdd = -20, -20, 120
;PalMul = .85,.85,.85
TimeGap  = 1
FrameGap = 1
Trans = add
time = 925
ignorehitpause = 1


[State -2, Afterimage]
type =null; AfterImageTime
trigger1 = var(50) <= 1
trigger1 = power <= 20
time = 1
ignorehitpause = 1

[state -2]
type = removeexplod
triggerall = var(40) != 1111
trigger1 = roundstate <= 2
id = 10

[State -2, VarSet]
type = VarSet
trigger1 = StateNo = 0
trigger2 = StateNo = 52
v = 10
value = 0

[State -2, konjou];根性値補正
type = varSet
trigger1 = life >= 700
value = 1
fv = 19
ignorehitpause = 1
[State -2, konjou];根性値補正
type = varSet
trigger1 = life = [501,700]
value = 0.93
fv = 19
ignorehitpause = 1
[State -2, konjou];根性値補正
type = varSet
trigger1 = life = [251,500]
fv = 19
value = 0.83
ignorehitpause = 1
[State -2, konjou];根性値補正
type = varSet
trigger1 = life <= 250
fv = 19
value = 0.7
ignorehitpause = 1

[State -2, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = Numhelper(9050) = 0
;trigger1 = var(41) = [2,3]
helpertype = normal
name = "kenki"
postype = left
pos = 0,0
stateno = 9050
ownpal = 1
sprpriority = 5
id = 9050
keyctrl = 0
pausemovetime = 200
bindtime = -1

[State -2, 0]
type = Helper
triggerall = roundstate < 3
triggerall = var(41) = 3
trigger1 = Numhelper(9040) = 0
;trigger1 = var(41) = [2,3]
helpertype = normal
name = "arcana"
postype = left
pos = 0,0
stateno = 9040
ownpal = 1
sprpriority = 5
id = 9040
keyctrl = 0
pausemovetime = 9990
bindtime = -1

[state -2,kenki];回復
type = varadd
triggerall = roundstate = 2
triggerall = enemy,movetype != H
triggerall = Numhelper(2990) <= 2
triggerall = movetype != A
triggerall = var(41) = 3
triggerall = var(26) <= 0
trigger1 = var(48) <= 99
trigger1 = ifelse(var(48) <= 20,gametime % 22 = 0,ifelse(var(48) <= 60,gametime % 20 = 0,gametime % 18 = 0))
var(48) = 1
ignorehitpause = 1

[state -2,kenki];回復
type = varadd
triggerall = roundstate = 2
triggerall = var(41) = 2
triggerall = var(27) = 0
triggerall = var(26) <= 0
triggerall = Numhelper(2990) = 0
;triggerall = stateno != 51
;triggerall = stateno != [3000,3001]
;triggerall = stateno != 218
;triggerall = stateno != 248
trigger1 = var(48) <= 99
trigger1 = movecontact
trigger1 = gametime % 10 = 0
trigger2 = var(48) <= 99
trigger2 = movetype = H
trigger2 = stateno != [5100,5150]
trigger2 = gametime % 10 = 0
var(48) = 1
ignorehitpause = 1

[state -2,kenki]
type = varset
trigger1 = var(48) <= 0
trigger2 = var(41) = 0
trigger2 = var(48) != 1
var(48) = 1
ignorehitpause = 1
[state -2,kenki]
type = varset
trigger1 = var(48) > 100
var(48) = 100
ignorehitpause = 1


[State -2, BOOST]
type = Helper
triggerall = var(41) = 2
triggerall = var(59) = 0
triggerall = movetype != H
triggerall = Numhelper(2990) <= 2
triggerall = var(48) >= 33 || var(26) >= 2
triggerall = stateno != 3000;[3000,3002]
triggerall = stateno != 1101
triggerall = stateno != [2000,3500]
triggerall = stateno != [900,999]
triggerall = stateno != 2170
triggerall = roundstate = 2
triggerall = stateno != [900,999]
triggerall = stateno != [1061,1099]
triggerall = stateno != [9900,9929]
triggerall = stateno != 5120
triggerall = stateno != [8800,8822]
triggerall = stateno != [1117,1119]
triggerall = stateno != [4000,4002]
triggerall = stateno != [1500,1599]
triggerall = stateno != 9884
triggerall = stateno != 1184
trigger1 = command = "c"
helpertype = normal
name = "boost"
pos = 0,0
stateno = 2990
ownpal = 1
id = 2990
keyctrl = 0

[state -2, BOOST]
type = palfx
trigger1 = Numhelper(2990) >= 1
time = 2
add = 20,20,20;180,50,0

[state -2, BOOST]
type = velset
;triggerall = statetype != A
trigger1 = Numhelper(2990) >= 1
x = 9;9.5

[state -2, BOOST]
type = null;velset
triggerall = statetype = A
triggerall = pos y <= -12
trigger1 = Numhelper(2990) >= 1
x = 9.5

[state -2, BOOST]
type = assertspecial
trigger1 = Numhelper(2990) >= 1
flag = nowalk
flag2 = noautoturn



[State -2, reduce];強→弱の時の補正 リバースビート
type = AttackMulSet
triggerall = var(41) = 0
triggerall = ishelper = 0
trigger1 = 1
value = (1 - fvar(30))*fvar(5) - (var(41)*0.05); * ifelse(var(27) = 0,1,0.1)
[State -2, reduce]
type = AttackMulSet
triggerall = var(41) = 2;2
triggerall = ishelper = 0
triggerall = var(27) = 0
triggerall = enemy,stateno != [5100,5110]
trigger1 = 1
value = (1 - fvar(30))*fvar(5) * 0.9; - (var(41)*0.05)

[State -2, hosei];MBコンボ補正
type = varset
triggerall = var(41) != 3
triggerall = enemy,movetype = H
trigger1 = enemy,gethitvar(hitcount) = [2,98]
fv = 30
ignorehitpause = 1
value = enemy,gethitvar(hitcount) * 0.01
[State -2, hosei];コンボ補正 arcana
type = varset
triggerall = var(41) = 3
triggerall = enemy,movetype = H
trigger1 = fvar(7) <= 29
fv = 30
ignorehitpause = 1
value = fvar(7) * 0.03
[State -2, hosei];MBコンボ補正
type = varset
triggerall = enemy,movetype = H
trigger1 = enemy,gethitvar(hitcount) >= 99
trigger2 = fvar(7) >= 30
fv = 30
ignorehitpause = 1
value = 0.99
[State -2, hosei];MBコンボ補正
type = varset
triggerall = fvar(30) != 0
trigger1 = fvar(10) <= 0
trigger1 = enemy,movetype != H
;trigger1 = Numhelper(1001) = 0
trigger1 = Numhelper(2001) = 0
trigger2 = stateno = [9010,9039]
fv = 30
ignorehitpause = 1
value = 0
[State -2, hosei];コンボ補正
type = varset
triggerall = fvar(5) != 1
trigger1 = fvar(10) <= 0
trigger1 = enemy,movetype != H
trigger1 = movetype != A
;trigger1 = Numhelper(1001) = 0
trigger1 = Numhelper(2001) = 0
fv = 5
value = 1
[State -2, hosei];アルカナコンボ補正
type = varset
triggerall = enemy,statetype = A
triggerall = fvar(5) < 0.4
trigger1 = stateno = [9010,9039]
fv = 5
value = 0.4

[state -2, HEAT];徐々に減少 メルティ
type = poweradd
trigger1 = var(50) >= 2
trigger1 = Numhelper(1952) = 0
value = -3
ignorehitpause = 1
[state -2, HEAT];2000にセット
type = powerset
trigger1 = var(50) = 1
value = 2000
ignorehitpause = 1
[state -2, HEAT];ライフ回復
type = lifeadd
triggerall = var(50) >= 3
trigger1 = var(51) = [60,99]
trigger1 = life = [1,999]
trigger1 = gametime % 5 = 0
value = 1
[state -2, HEAT];ライフ回復大
type = lifeadd
triggerall = var(50) >= 3
trigger1 = var(51) > 99
trigger1 = life = [1,999]
trigger1 = gametime % 4 = 0
value = 2


[state -2, destroy]
type = removeexplod
triggerall = Numexplod(200) = 1
trigger1 = stateno > 9200
trigger2 = statetype = A
id = 200
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(201) = 1
trigger1 = stateno > 9201
trigger2 = statetype = A
id = 201
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(210) = 1
trigger1 = stateno > 9210
trigger2 = statetype = A
id = 210
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(221) = 1
trigger1 = stateno != 9211
trigger2 = statetype = A
id = 221
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(222) = 1
trigger1 = stateno != 9211
trigger2 = statetype = A
id = 222
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(400) = 1
trigger1 = stateno > 9400
trigger2 = statetype = A
id = 400
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(410) = 1
trigger1 = stateno > 9410
trigger2 = statetype = A
id = 410
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(420) = 1
trigger1 = stateno > 9420
trigger2 = statetype = A
id = 420
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(600) = 1
trigger1 = stateno > 9600
trigger2 = statetype != A
id = 600
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(610) = 1
trigger1 = stateno > 9610
trigger2 = statetype != A
id = 610
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(620) = 1
trigger1 = stateno > 9620
trigger2 = statetype != A
id = 620
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(625) = 1
trigger1 = stateno != 9611
trigger2 = statetype != A
id = 625
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(1051) = 1
trigger1 = statetype != A
id = 1051
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(333) = 1
trigger1 = enemy,stateno != [9302,9303]
trigger1 = enemy,stateno != [9430,9431]
id = 333
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(1000) = 1
trigger1 = statetype = A
trigger1 = stateno != [1000,1009]
id = 1000
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(1001) = 1
trigger1 = statetype = A
trigger1 = stateno != [1000,1009]
id = 1001
[state -2, destroy]
type = removeexplod
triggerall = Numexplod(2000) >= 1
trigger1 = statetype = A
trigger1 = stateno != [2000,2001]
id = 2000


[state -2, HEAT];自動的にヒート状態
type = varset
triggerall = roundstate = 2
triggerall = var(50) = 0
triggerall = var(41) = 0
trigger1 = power >= 3000
trigger2 = var(42) = 2 && life = [1,160]
v = 50
value = 2
[state -2, HEAT];ヒーﾄ状態後、ゲージが０になったら
type = varset
triggerall = var(50) = 2
trigger1 = power = 0
v = 50
value = 1
ignorehitpause = 1
[state -2, HEAT];bloodヒーﾄ状態後、ゲージが０になったら
type = varset
triggerall = var(50) >= 3
trigger1 = power = 0
trigger2 = var(41) != 0
v = 50
value = 0
ignorehitpause = 1
[state -2, HEAT];０になったら２０００にしてリセット
type = varset
triggerall = var(50) = 1
trigger1 = power != 0
v = 50
value = 0
ignorehitpause = 1
[state -2, HEAT];BLOOD HEATライフ回復量調整
type = varadd
trigger1 = var(50) >= 2
trigger1 = var(51) <= 110
v = 51
value = 1
[state -2, HEAT];BLOOD HEATライフ回復量調整
type = varset
triggerall = var(50) >= 2
trigger1 = movetype = H
v = 51
value = 0

[State -2, heat]
type = Explod
triggerall = ishelper = 0
trigger1 = Numexplod(8010) = 0
trigger1 = var(50) = 3
id = 8010
anim = 7065
postype = left
pos = ifelse(teamside = 1,5,290),226
ownpal = 1
sprpriority = 5
ontop = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
[State -2, bloodheat]
type = Explod
triggerall = ishelper = 0
trigger1 = Numexplod(8011) = 0
trigger1 = var(50) = 4
id = 8011
anim = 7066
postype = left
pos = ifelse(teamside = 1,5,255),226
ownpal = 1
sprpriority = 5
ontop = 1
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5
[state -2, destroy]
type = removeexplod
triggerall = ishelper = 0
trigger1 = var(50) != 3
id = 8010
[state -2, destroy]
type = removeexplod
triggerall = ishelper = 0
trigger1 = var(50) != 4
id = 8011


[State -2, counter];技あり（カウンター
type = varset
triggerall = var(37) != 1
trigger1 = enemy,movetype = A
v = 37
ignorehitpause = 1
value = 1
[State -2, counter];技あり（カウンター
type = varset
triggerall = var(37) != 0
trigger1 = enemy,movetype != A
v = 37
value = 0
;ignorehitpause = 1
[State -2, counter];技あり（カウンター
type = null;varset
triggerall = var(37) != 0
trigger1 = gametime % 3= 0;movehit
v = 37
;ignorehitpause = 1
value = 0
[State -2, counter]
type = Helper
triggerall = NumHelper(9055) = 0
trigger1 = var(37) = 1
;trigger1 = movehit
;trigger1 = enemy,movetype = H
helpertype = normal
name = "counter"
ID = 9055
stateno = 9055
postype = left
pos = 0,0;ifelse(teamside = 1,0,200),60
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State -2, invalid]
type = null;Explod
;persistent = 190
triggerall = Numexplod(203) = 0
triggerall = enemy,gethitvar(fall) = 1
;triggerall = enemy,gethitvar(fall.recover) = 1; && enemy,gethitvar(fall.recovertime) = 0
triggerall = enemy,hitshakeover = 0;hitover = 1;gethitvar(hitcount) >= 2
trigger1 = enemy,alive
trigger1 = enemy,CanRecover
trigger1 = movehit
trigger1 = teamside = 1
;trigger1 = stateno != 610
;trigger1 = stateno != 420
anim = 7041
postype = left
pos = 2,70
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 203
ignorehitpuase = 1
scale = 0.8,0.8
[State -2, invalid]
type = null;Explod
;persistent = 190
triggerall = Numexplod(203) = 0
triggerall = enemy,gethitvar(fall) = 1
;triggerall = enemy,gethitvar(fall.recover) = 1; && enemy,gethitvar(fall.recovertime) = 0
triggerall = enemy,hitshakeover = 0;hitover = 1;gethitvar(hitcount) >= 2
trigger1 = enemy,alive
trigger1 = enemy,CanRecover
trigger1 = movehit
trigger1 = teamside != 1
;trigger1 = enemy,stateno = 5050
anim = 7041
postype = left
pos = 270,70
ownpal = 1
ontop = 1
sprpriority = 5
bindtime = -1
id = 203
scale = 0.8,0.8
ignorehitpuase = 1

[state -2,4]
type = null;assertspecial
trigger1 = Numhelper(2990) >= 1
flag = nojugglecheck
[state -2,4]
type = null;assertspecial
triggerall = ishelper
trigger1 = parent,Numhelper(2990) >= 1
flag = nojugglecheck

[State -2, counter]
type = null;Helper
trigger1 = NumHelper(2991) = 0
;trigger1 = enemy,movetype = H
helpertype = normal
name = "icon"
ID = 2991
stateno = 2991
postype = left
pos = 0,0;ifelse(teamside = 1,0,200),60
keyctrl = 0
ignorehitpause = 1
ownpal = 1



[state -2]
type = varset
triggerall = win
trigger1 = stateno != 181
trigger1 = enemy,stateno != 5150
v = 28
value = ceil(p2dist x)


[state -2,0];ブースト時間差減少
type = varadd
;triggerall = gametime % 10 = 0
trigger1 = var(26) > 0
v = 26
value = -1
[state -2,0];ブースト時間差減少
type = varadd
triggerall = gametime % 10 = 0
trigger1 = var(26) > 0
v = 48
value = -1
[state -2,0];ブースト時間差減少
type = varset
triggerall = var(26) = [1,316]
trigger1 = var(48) = 34
trigger2 = var(48) = 67
trigger3 = var(48) <= 1
trigger4 = roundstate >= 3
v = 26
value = 0


[state -2,0];バニシング
type = varset
triggerall = var(27) != 0
triggerall = var(25) != 2
trigger1 = enemy,stateno = [5100,5150]
trigger2 = enemy,movetype != H
v = 27
value = 0

[state -2,0];魚住
type = varset
triggerall = var(7) != 0
;triggerall = var(25) != 2
;trigger1 = enemy,stateno = [5100,5150]
trigger1 = enemy,movetype != H
v = 7
value = 0
[state -2,0];魚住
type = varset
triggerall = var(7) > 90
;triggerall = var(25) != 2
;trigger1 = enemy,stateno = [5100,5150]
trigger1 = enemy,movetype = H
v = 7
value = 90
[state -2,0];アルカナの受身不能時間短縮システム
type = varset
triggerall = fvar(7) != 0
;triggerall = var(25) != 2
;trigger1 = enemy,stateno = [5100,5150]
trigger1 = enemy,movetype != H
trigger2 = stateno = [9010,9039]
;trigger3 = fvar(7) <= -10
;trigger3 = var(33) != 11
fv = 7
value = 0
;[state -2,0]
;type = varset
;triggerall = fvar(7) != -220
;trigger1 = var(33) = 11
;trigger1 = enemy,movetype != H
;fv = 7
;value = -200

[State 100,***]
type = AssertSpecial
trigger1 = var(33) != 11
flag = nojugglecheck

[state -2,0];自動ブーストしたかしてないかどっちかはっきりしてください
type = varset
;triggerall = var(27) != 0
;triggerall = var(25) != 2
trigger1 = enemy,stateno = [5100,5150]
trigger2 = enemy,movetype != H
v = 36
value = 0


[state -2,0];DEBUG
type = varset
triggerall = var(25) >= 1
trigger1 = var(48) < 100
v = 48
value = 100
[state -2,0];DEBUG
type = varset
triggerall = var(25) >= 1
trigger1 = var(9) < 99
v = 9
value = 99
[state -2,0];DEBUG
type = varset
triggerall = var(25) = 2
trigger1 = var(27) != 1
v = 27
value = 1
[state -2,0];DEBUG
type = varset
triggerall = var(25) >= 2
trigger1 = fvar(12) != 0.1
fv = 12
value = 0.1

[State -2, 0]
type = Helper
triggerall = var(41) = 2
trigger1 = Numhelper(9051) = 0
;trigger1 = var(41) = [2,3]
helpertype = normal
name = "hokuto"
postype = left
pos = 0,0
stateno = 9051
ownpal = 1
sprpriority = 5
id = 9051
keyctrl = 0
pausemovetime = 200
bindtime = -1

[state -2,0]
type = varset
trigger1 = var(41) != 0
trigger1 = var(41) != 3
trigger1 = var(50) != 0
v = 50
value = 0

;[state -2,0]
;type = assertspecial
;trigger1 = var(23) = 1
;flag = nomusic
;ignorehitpause = 1

[state -2,0]
type = varadd
trigger1 = statetype != A
trigger1 = var(41) = 2
trigger1 = movetype != H
trigger1 = life <= 950
v = 22
value = 1

[state -2,0]
type = varadd
trigger1 = var(22) >= 20
trigger1 = statetype = A
v = 22
value = -1
[state -2,0]
type = varset
trigger1 = var(41) != 2
trigger2 = movetype = H
trigger3 = life > 950
v = 22
value = 0

[state -2,0]
type = lifeadd
trigger1 = var(22) = [150,1000]
trigger1 = statetype != A
trigger1 = var(41) = 2
trigger1 = movetype != H
trigger1 = life <= 950
trigger1 = gametime % 3 = 0
value = 1

[State 210, 3]
type = SprPriority
triggerall = ishelper = 0
trigger1 = Numhelper(4010) = 1
value = 5
ignorehitpause = 1

[state -2,0];ナノマシンlimit
type = varadd
trigger1 = var(49) > 0
v = 49
value = -1

[state -2,0];ナノマシンlimit
type = varset
trigger1 = var(49) > 0
trigger1 = roundstate <= 1
v = 49
value = 0

[State -2, max]
type = Explod
triggerall = var(49) > 0
triggerall = Numexplod(7301) = 0
trigger1 = moveguarded
trigger1 = stateno != [200,999]
anim = 7301
postype = p2
pos = 0,-50
random = 20,20
ownpal = 1
sprpriority = 5
bindtime = -1
id = 7301
ignorehitpause = 1



[state -2,0]
type = varset
trigger1 = enemy,movetype != H
trigger1 = var(44) != 0
persistent = 0
;ignorehitpause = 1
v = 44
value = 0
[state -2,0]
type = varset
trigger1 = enemy,movetype != H
trigger1 = var(43) != 0
persistent = 0
;ignorehitpause = 1
v = 43
value = 0

[state -2, 0]
type = varadd
trigger1 = var(56) >= 1
v = 56
value = -1
ignorehitpause = 1
[state -2, 0]
type = varset
trigger1 = stateno != [1500,1530]
v = 56
value = 0
ignorehitpause = 1

[state -2, 0]
type = poweradd
trigger1 = gametime % 2 = 0
trigger1 = stateno = [1500,1530]
value = -3
ignorehitpause = 1


[State -2,0]
type = nothitby
trigger1 = var(56) >= 1
value = SCA
time = 2
[state -2,0]
type = assertspecial
trigger1 = var(56) >= 1
trigger1 = gametime % 3 = 0
flag = invisible

[State 40, 1]
type = VarSet
trigger1 = var(57) = 1
trigger1 = statetype != A
v = 57
value = 0

[State -2, reduce];
type = AttackMulSet
triggerall = var(41) = 2
triggerall = var(27) >= 1
;triggerall = ishelper = 0
trigger1 = 1
value = (1 - fvar(30))*fvar(5) * 0.4



[state -2,arcana];回復
type = varadd
triggerall = roundstate = 2
triggerall = Numhelper(2990) <= 2
;triggerall = movetype != A
triggerall = var(41) = 3
;triggerall = var(33) != 11
;triggerall = var(26) <= 0
triggerall = var(30) <= 0
trigger1 = var(9) <= 98
trigger1 = stateno != [9010,9039]
trigger1 = ifelse(var(33)=7,gametime % 10 = 0,gametime % 5 = 0);ifelse(var(48) <= 20,gametime % 22 = 0,ifelse(var(48) <= 60,gametime % 20 = 0,gametime % 18 = 0))
var(9) = 1
ignorehitpause = 1



[state -2,arcana]
type = varset
trigger1 = var(9) > 99
var(9) = 99
ignorehitpause = 1
[state -2,arcana]
type = varset
trigger1 = var(9) < 0
var(9) = 0
ignorehitpause = 1

[state -2,arcana]
type = varset
;triggerall = stateno != [9010,9039]
trigger1 = var(9) = [33,65]
trigger1 = var(16) < 1
var(16) = 1
[state -2,arcana]
type = varset
;triggerall = stateno != [9010,9039]
trigger1 = var(9) = [66,98]
trigger1 = var(16) < 2
var(16) = 2
[state -2,arcana]
type = varset
;triggerall = stateno != [9010,9039]
trigger1 = var(9) >= 99
trigger1 = var(16) < 3
var(16) = 3
[state 0, 0]
type = varadd
triggerall = var(30) < 350
trigger1 = var(41) = 3
trigger1 = var(30) > 0
v = 30
value = -1
[state 0, 0]
type = varadd
triggerall = var(30) >= 350
trigger1 = var(41) = 3
trigger1 = var(30) > 0
trigger1 = enemy,movetype != H || enemy,stateno = [5100,5150]
v = 30
value = -1
[state 0, 0]
type = varadd
trigger1 = var(41) = 3
trigger1 = var(33) = 11
trigger1 = fvar(12) = 0.1
trigger1 = var(30) > 0
v = 30
value = -1

[State -2, 0]
type = VarAdd
trigger1 = command = "holdup"
v= 2
value = 1
ignorehitpause = 1

[State -2, 0]
type = VarSet
triggerall = var(2) != 0
trigger1 = command != "holdup"
var(2) = 0

[State -2, 0];ギーァ
type = Helper
triggerall = var(41) = 3
triggerall = var(33) = 9
trigger1 = Numhelper(9770) = 0
helpertype = normal
name = "gier"
ID = 9770
stateno = 9770
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1

[state -2,0]
type = assertspecial
trigger1 = Numhelper(9770) >= 1
flag = noshadow

[state -2, 0];限界
type = powerset
triggerall = var(41) = 0
trigger1 = stateno != 195
trigger1 = power > 3000
trigger1 = gametime % 2 = 0
value = 3000
[state -2, 0];限界
type = powerset
triggerall = var(41) = 2
trigger1 = stateno != 195
trigger1 = power > 2000
trigger1 = gametime % 2 = 0
value = 2000

[State -2];鋼defUP
Type = varset
triggerall = var(41) = 3
triggerall = var(33) = 10
Trigger1 = fvar(12) != 0.1
IgnoreHitPause = 1
fv = 18
Value = ifelse(fvar(10)>0,0.75,1)
[State -2];鋼defUP
Type = varset
triggerall = var(41) = 3
triggerall = var(33) = 10
Trigger1 = fvar(12) = 0.1
IgnoreHitPause = 1
fv = 18
Value = ifelse(fvar(10)>0,0.45,0.7)
[State -2];水闇
Type = varset
triggerall = var(41) = 3
;trigger1 = var(33) = 10 && fvar(10) != 0.8
trigger1 = var(33) = 0
trigger2 = var(33) = 9
Trigger3 = var(33) = 11
IgnoreHitPause = 1
fv = 18
Value = 0.92
[State -2, 0];土
type = varset
triggerall = var(41) = 3
trigger1 = var(33) = 6
IgnoreHitPause = 1
fv = 18
value = ifelse(fvar(12)=1.1,0.3,0.8)
[State -2];樹風
Type = varset
triggerall = var(41) = 3
Trigger1 = var(33) = 2
Trigger2 = var(33) = 8
IgnoreHitPause = 1
fv = 18
Value = 1.12
[State -2];雷時
Type = varset
triggerall = var(41) = 3
Trigger1 = var(33) = 5
Trigger2 = var(33) = 7
IgnoreHitPause = 1
fv = 18
Value = 1.06
[State -2];
Type = varset
triggerall = var(41) = 3
Triggerall = fvar(18) != 1
Trigger1 = var(33) = 1
Trigger2 = var(33) = 4
Trigger3 = var(33) = 8
Trigger4 = var(33) = 9
Trigger5 = var(33) = 3
;Trigger6 = var(33) = 11
IgnoreHitPause = 1
fv = 18
Value = 1
[State -2];
Type = varset
triggerall = var(41) != 3
Trigger1 = fvar(18) != 1
IgnoreHitPause = 1
fv = 18
Value = 1


[State -2, reduce]
type = defenceMulSet
trigger1 = 1;ishelper = 0
value = ifelse(fvar(10)>0,fvar(18) * fvar(19)*0.7,fvar(18) * fvar(19))
ignorehitpause = 1







[State -2, reduce]
type = AttackMulSet
triggerall = var(41) = 3
triggerall = var(33) != 1
triggerall = var(33) != [10,11]
trigger1 = ishelper = 0
value = ifelse(fvar(17)>0,Abs(1 - (fvar(30))) *fvar(5),Abs(1 - (fvar(30))) *0.78 *fvar(5))
[State -2, reduce];火
type = AttackMulSet
triggerall = var(41) = 3
triggerall = var(33) = 1
triggerall = ishelper = 0
trigger1 = 1
value = ifelse(fvar(17)>0,Abs(1.05 - fvar(30)) *fvar(5),Abs(1.05 - fvar(30)) *0.8 *fvar(5))
[State -2, reduce];鋼
type = AttackMulSet
triggerall = var(41) = 3
triggerall = var(33) = 10
triggerall = fvar(17) <= 0
triggerall = fvar(12) != 0.1
triggerall = ishelper = 0
trigger1 = 1
value = Abs(1 - fvar(30)) *0.8 *fvar(5)
[State -2, reduce];鋼 pow
type = AttackMulSet
triggerall = var(41) = 3
triggerall = var(33) = 10
triggerall = fvar(17) > 0
triggerall = fvar(12) != 0.1
triggerall = ishelper = 0
trigger1 = 1
value = Abs((1 - (fvar(30)))) *1.05 *fvar(5)
[State -2, reduce];鋼 pow AF
type = AttackMulSet
triggerall = var(41) = 3
triggerall = var(33) = 10
triggerall = fvar(17) > 0
triggerall = fvar(12) = 0.1
triggerall = ishelper = 0
trigger1 = 1
value = Abs(1.08 - fvar(30)) * 1.35 *fvar(5)
[State -2, reduce];鋼 AF
type = AttackMulSet
triggerall = var(41) = 3
triggerall = var(33) = 10
triggerall = fvar(12) = 0.1
triggerall = fvar(17) <= 0
triggerall = ishelper = 0
trigger1 = 1
value = Abs(1.08 - fvar(30)) *1.3 *fvar(5)
[State -2, reduce];１１
type = AttackMulSet
triggerall = var(41) = 3
triggerall = var(33) = 11
triggerall = ishelper = 0
trigger1 = 1
value = Abs(1 - fvar(30)) *fvar(5)


[state -2,0]
type = pause
triggerall = Numhelper(9665) = 1
trigger1 = helper(9665),stateno = 9667
;trigger1 = gametime % 2 = 0
time = 120
movetime = 120

[state -2,0]
type = poweradd
trigger1 = stateno != 7010
trigger1 = fvar(12) = 0.1
value = -7
ignorehitpause = 1
[state -2,0]
type = varset
triggerall = fvar(12) = 0.1
trigger1 = power = 0
trigger2 = var(41) != 3
fv = 12
value = 0.2

[state -2,0];風樹
type = palfx
triggerall = var(41) = 3
;triggerall = gametime % 10 = 0
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 2
trigger2 = var(33) = 8
time = 5
add = 20,70,20
ignorehitpause = 1
[state -2,0];魔
type = palfx
triggerall = var(41) = 3
;triggerall = gametime % 10 = 0
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 3
time = 5
add = 80,0,60
ignorehitpause = 1
[state -2,0];火
type = palfx
triggerall = var(41) = 3
;triggerall = gametime % 10 = 0
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 1
time = 5
add = 140,60,60
ignorehitpause = 1
[state -2,0];土
type = palfx
triggerall = var(41) = 3
;triggerall = gametime % 10 = 0
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 6
time = 5
add = 90,90,90
ignorehitpause = 1
[state -2,0];愛
type = palfx
triggerall = var(41) = 3
;triggerall = gametime % 10 = 0
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 4
time = 5
add = 180,50,130
ignorehitpause = 1
[state -2,0];時
type = palfx
triggerall = var(41) = 3
;triggerall = gametime % 10 = 0
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 7
;trigger2 = var(33) = 11
time = 5
add = 150,150,0
ignorehitpause = 1
[state -2,0];水闇雷
type = palfx
triggerall = var(41) = 3
;triggerall = gametime % 10 = 0
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 0
trigger2 = var(33) = 5
trigger3 = var(33) = 9
time = 5
add = 0,0,150
ignorehitpause = 1
[state -2,0];
type = palfx
triggerall = var(41) = 3
;triggerall = gametime % 10 = 0
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 11
time = 5
add = 120,120,0
ignorehitpause = 1



[state 0,0]
type = palfx
triggerall = var(41) = 3
triggerall = var(33) = 10
trigger1 = fvar(12) = 0.1
time = 5
add = 40,120,80
ignorehitpause = 1
[state 0,0]
type = palfx
triggerall = var(41) = 3
triggerall = var(33) = 10
trigger1 = fvar(10) > 0
time = 5
ignorehitpause = 1
add = 0,70,90
[state 0,0]
type = palfx
triggerall = var(41) = 3
triggerall = var(33) = 10
trigger1 = fvar(17) > 0
time = 5
add = 90,40,0
ignorehitpause = 1



[state -2,0]
type = varset
triggerall = fvar(13) > 0
trigger1 = statetype != A
fv = 13
value = 0

[state -2,0];水
type = bgpalfx
trigger1 = fvar(14) > 0
time = 5
add = 0,0,150
ignorehitpause = 1
[state -2,0]
type = varadd
trigger1 = fvar(14) > 0
fv = 14
value = -1
ignorehitpause = 1
[state -2,0]
type = varset
trigger1 = movetype = H
fv = 14
value = 0
[state -2,0]
type = powerset
trigger1 = fvar(14) = 1
value = 0
[state -2,0]
type = pause
triggerall = gametime % 4 = 0
trigger1 = fvar(14) > 0
time = 3
movetime = 3

[state -2,0];時AB
type = varadd
trigger1 = fvar(15) > 0
fv = 15
value = -1
ignorehitpause = 1
[state -2,0]
type = powerset
trigger1 = fvar(15) = 1
value = 0
[state -2,0]
type = pause
trigger1 = fvar(15) > 0
time = floor(fvar(15))
movetime = floor(fvar(15))
ignorehitpause = 1
[state -2,0]
type = assertspecial
trigger1 = fvar(15) > 0
trigger1 = stateno != 7026
time = floor(fvar(15))
flag = noBG
flag2 = noFG
flag3 = timerfreeze
ignorehitpause = 1

[state 0,0]
type = assertspecial
trigger1 = fvar(12) = 0.1
trigger1 = var(33) = 7
trigger2 = var(53) >= 1
flag = timerfreeze
ignorehitpause = 1

[state 0,0]
type = lifeadd
triggerall = var(33) = 8
triggerall = gametime % 3 = 0
trigger1 = fvar(12) = 0.1
trigger2 = stateno = 7030
value = 1
[state 0,0]
type = lifeadd
triggerall = var(33) = 11
triggerall = gametime % 5 = 0
trigger1 = fvar(12) = 0.1
trigger1 = movetype != H
value = 1

[state -2,0];土AB
type = varset
triggerall = stateno != [7040,7041]
;triggerall = fvar(12) = 0.1
trigger1 = 1;var(33) = 6
v = 34
value = stateno
[state -2,0];土AB
type = varset
triggerall = stateno != 7040
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 6
v = 35
value = ctrl
[state -2,0];土AB
type = null;varset
triggerall = stateno != 7040
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 6
fv = 16
value = ctrl
[State -2, shild]
type = HitOverride
triggerall = stateno != 7040
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 6
trigger1 = stateno != [1070,1079]
time = 2
attr = SCA, NA,SA,HA,NP,SP,HP
stateno = 7040
IgnoreHitPause = 1
[State 100, 9]
type = AssertSpecial
triggerall = fvar(12) = 0.1
trigger1 = var(33) = 6
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[state -2, 0]
type = varadd
trigger1 = fvar(20) >= 0
fv = 20
value = -1
[state -2, 0]
type = varset
triggerall = fvar(20) >= 0
trigger1 = movetype = H
trigger1 = stateno != [120,155]
fv = 20
value = 0
ignorehitpause = 1






[state -2, 0]
type = varadd
trigger1 = fvar(17) > 0
fv = 17
value = -1
[state -2, 0]
type = varset
triggerall = fvar(17) >= 0
trigger1 = var(41) != 3
fv = 17
value = 0
[state -2, 0]
type = varadd
trigger1 = fvar(10) > 0
fv = 10
value = -1
[state -2, 0]
type = varset
triggerall = fvar(10) >= 0
trigger1 = var(41) != 3
fv = 10
value = 0


[state -2,0]
type = varrandom
triggerall = roundstate = 2
triggerall = var(59) = 1
triggerall = movetype != H
triggerall = var(41) = 3
trigger1 = gametime % 300 = 0
trigger1 = random >= 550
v = 33
range = 0,10
[state -2,0]
type = varrandom
triggerall = roundstate = 2
triggerall = var(59) = 1
triggerall = movetype != H
triggerall = var(41) = 3
triggerall = var(33) = 7
trigger1 = gametime % 150 = 0
trigger1 = random >= 550
v = 33
range = 0,10


;[state -2, 0]
;type = poweradd
;triggerall = Numhelper(7090) > 0
;triggerall = fvar(6) > 0
;trigger1 = power > 0
;value = -2

;[state -2, 0]
;type = varadd
;triggerall = Numhelper(7090) > 0
;trigger1 = fvar(6) > 0
;value = -1

;-------------------------------------
;毒効果
[state -2, 0]
type = poweradd
triggerall = enemy,authorname = "Drowin arcana"
triggerall = enemy,fvar(20) > 0
trigger1 = power > 0
value = -1
[state -2, 0]
type = lifeadd
triggerall = enemy,authorname = "Drowin arcana"
triggerall = enemy,fvar(20) > 0
trigger1 = gametime % 7 = 0
value = -1
kill = 0
[State -2,0]
type = Palfx
triggerall = enemy,authorname = "Drowin arcana"
trigger1 = enemy,fvar(20) > 0
add = 100,0,110
mul = 220,220,220
time = 5
ignorehitpause = 1

[state -2,0]
type = varset
triggerall = var(59) = 1
trigger1 = var(52) != 0
v = 52
value = 0
[state -2,0]
type = varset
triggerall = var(59) = 1
trigger1 = var(58) != 0
v = 58
value = 0
[state 0,0]
type = varset
triggerall = var(33) = 3
triggerall = var(41) = 3
triggerall = fvar(12) = 0.1
trigger1 = movehit
ignorehitpause = 1
fv = 20
value = 780


[state -2,0]
type = null;varset
triggerall = var(59) = 0
trigger1 = var(58) = 0
trigger1 = command = "start"
v = 58
value = -10





[state -2,0]
type = varadd
trigger1 = var(54) >= 1
v = 54
value = -1

[state -2,0]
type = null;varset
triggerall = var(33) = 11
trigger1 = var(41) != 0
v = 41
value = 0
[state -2,0]
type = null;varset
triggerall = var(33) != 11
trigger1 = var(41) != 3
v = 41
value = 3

[state -2,0]
type = varadd
trigger1 = var(55) >= 1
v = 55
value = -1

[state 0,0];
type = varset
trigger1 = var(41) != 3
v = 41
value = 3

[state 0,0];
type = varset
trigger1 = var(25) != 0
trigger1 = var(59) = 1
v = 25
value = 0

[State -2, gasoline]
type = null;velmul
triggerall = facing = 1
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1061) >= 1
trigger1 = enemy,var(55) = [floor(p2dist x)-40,floor(p2dist x)+40]
trigger1 = vel x != [-1,1]
trigger1 = pos y >= -1
x = 0.7
[State -2, gasoline]
type = null;velmul
triggerall = facing = -1
triggerall = enemy,name = "JAGI"
triggerall = enemy,Numhelper(1061) >= 1
trigger1 = (enemy,var(55))*-1 = [floor(p2dist x)-40,floor(p2dist x)+40]
trigger1 = vel x != [-1,1]
trigger1 = pos y >= -1
x = 0;.7

[state -2]
type = changestate
trigger1 = Numhelper(1001) = 1
trigger1 = helper(1001),stateno = [2044,2049]
trigger1 = stateno != 2049
trigger1 = enemy,movetype = H
value = 2049

[State -2];メッセージデバッグ
Type = null;changestate
Trigger1 = command = "down"
Value = 182

;---------------------------------------------------------------------------
;獣を焦がす　相手用
[State -2]
Type = LifeAdd
TriggerAll = Enemy,AuthorName = "�H" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -5
Kill = 0

[State -2]
Type = PowerAdd
TriggerAll = Enemy,AuthorName = "�H" && Enemy,Name = "Akiha_Vermilion"
Trigger1 = Enemy,Var(47) = 1
Value = -26


[state 0,0];
type = null;varset
trigger1 = var(8) != 1
v = 8
value = 1
[state 0,0];
type = varset
triggerall = var(33) = 11
trigger1 = var(7) < 25
v = 7
value = 25

[state 0,0]
type = screenbound
trigger1 = Numhelper(7171) = 1
value = 0

[state 0,0];
type = varset
triggerall = numenemy >= 1
trigger1 = var(13) < enemy,gethitvar(hitcount)
v = 13
value = enemy,gethitvar(hitcount)

[State 701, Effect]
type = Explod
triggerall = gametime % 8 = 0
triggerall = numexplod(324) <= 6
triggerall = roundstate = 2
trigger1 = fvar(12) = 0.1 && var(33) = 8
anim = 324
postype = p1
id = 324
pos = 0,-50
random = 62,52
sprpriority = 5
ownpal = 1
ignorehitpause = 1
vel = 0,-1.2
pausemovetime = 90
supermovetime = 90
scale = 0.25,0.25
[State 701, Effect]
type = Explod
triggerall = gametime % 6 = 0
triggerall = numexplod(324) <= 9
triggerall = roundstate = 2
trigger1 = fvar(12) = 0.1 && var(33) = 10
trigger1 = random >= 650
anim = 325
postype = p1
id = 324
pos = 0,-50
random = 62,52
sprpriority = 5
ownpal = 1
ignorehitpause = 1
vel = 0,-1.2
pausemovetime = 90
supermovetime = 90
scale = 0.25,0.25
[State 701, Effect]
type = Explod
triggerall = gametime % 6 = 0
triggerall = numexplod(324) <= 9
triggerall = roundstate = 2
trigger1 = fvar(12) = 0.1 && var(33) = 10
trigger1 = random >= 650
anim = 326
postype = p1
id = 324
pos = 0,-50
random = 62,52
sprpriority = 5
ownpal = 1
ignorehitpause = 1
vel = 0,-1.2
pausemovetime = 90
supermovetime = 90
scale = 0.25,0.25
[State 701, Effect]
type = Explod
triggerall = gametime % 8 = 0
triggerall = numexplod(324) <= 6
triggerall = roundstate = 2
trigger1 = fvar(10) > 0
anim = 325
postype = p1
id = 324
pos = 0,-50
random = 62,52
sprpriority = 5
ownpal = 1
ignorehitpause = 1
vel = 0,-1.2
pausemovetime = 90
supermovetime = 90
scale = 0.25,0.25
[State 701, Effect]
type = Explod
triggerall = gametime % 8 = 0
triggerall = numexplod(324) <= 6
triggerall = roundstate = 2
trigger1 = fvar(17) > 0
anim = 326
postype = p1
id = 324
pos = 0,-50
random = 62,52
sprpriority = 5
ownpal = 1
ignorehitpause = 1
vel = 0,-1.2
pausemovetime = 90
supermovetime = 90
scale = 0.25,0.25

[state -2,0];
type = changeanim
triggerall = anim = 7579
trigger1 = pos y <= -5
value = 1523
[state -2,0];
type = changeanim
triggerall = anim = 7564 || stateno = 7556
trigger1 = pos y <= -5
value = 1524

[state 0,0]
type = stopsnd
triggerall = roundstate = 2
trigger1 = numhelper(192) >= 1
channel = 0

[state -2,0]
type = playsnd
triggerall = teammode = simul
trigger1 = p3name = "Heart Aino" || p3name = "Heart" || p3name = "Fiona" || p3name = "Fiona Mayfield"
trigger1 = partner,stateno = 5150
trigger1 = partner,time = 20
value = 9,6
;persistent  = 0
[state 0,0]
type = varset
triggerall = teammode = simul
trigger1 = p3name = "Heart Aino" || p3name = "Heart" || p3name = "Fiona" || p3name = "Fiona Mayfield"
trigger1 = partner,stateno = 5150
trigger1 = partner,time = 20
fv = 17
value = 500
[state 0,0]
type = varset
triggerall = teammode = simul
trigger1 = p3name = "Heart Aino" || p3name = "Heart" || p3name = "Fiona" || p3name = "Fiona Mayfield"
trigger1 = partner,stateno = 5150
trigger1 = partner,time = 20
fv = 10
value = 500
[State 0, 0]
type = Helper
persistent = 0
triggerall = teammode = simul
trigger1 = p3name = "Heart Aino" || p3name = "Heart" || p3name = "Fiona" || p3name = "Fiona Mayfield"
trigger1 = partner,stateno = 5150
trigger1 = partner,time = 20
helpertype = normal
name = "cutin"
ID = 1999
stateno = 1994;9
postype = back
pos = -180,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200


;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger1 = prevstateno != 621
trigger1 = prevstateno != 9744
trigger1 = prevstateno != 9739
value = 0,1


[State -3, 0];-------------------==================================================================
type = DisplayToClipboard
triggerall = ishelper = 0
trigger1 = 1
text = "VAR=%.0f,VAR2=%d, X =%.0f, Y =%.0f, combo=%f"
params = fvar(7),var(59),p2bodydist x,p2bodydist y,fvar(5);(1 - fvar(30))*fvar(5)
IgnoreHitPause = 1
