;==============================================================================
;　必殺技
;==============================================================================

;==============================================================================
; オロチ（姿・登場）
;==============================================================================
[Statedef 1000]
Type = A
Physics = N
SprPriority = -1
Anim = 1000

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

[State 2110]
type = PosSet
trigger1       = 1
X              = ifelse(teamside=1,-160-320+statetime*8,160+320-statetime*8)
Y              = 240 + Pos Y - ScreenPos Y
supermovetime  = 9999999999
pausemovetime  = 9999999999

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1, DestroySelf]
Type = ChangeState
Trigger1 = Time = 40
Value = 1001

;==============================================================================
; オロチ（姿）
;==============================================================================
[Statedef 1001]
Type = A
Physics = N
SprPriority = -1
Anim = 1000

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

[State 2110]
type = PosSet
trigger1       = 1
X              = ifelse(teamside=1,-160,160)
Y              = 240 + floor(Pos Y - ScreenPos Y)
supermovetime  = 9999999999
pausemovetime  = 9999999999

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State -1, DestroySelf]
Type = ChangeState
Trigger1 = Root,StateNo = 1020
Trigger2 = Root,Var(20) <= 0
Trigger3 = Alive = 0
Value = 1002

[State -1, DestroySelf]
Type = ChangeState
Trigger1 = Root,stateno = 1450 || Root,stateno = 1500 || Root,stateno = 1550
Value = 1005
;==============================================================================
; オロチ（姿・退場）
;==============================================================================
[Statedef 1002]
Type = A
Physics = N
SprPriority = -1
Anim = 1000

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

[State 2110]
type = PosSet
trigger1       = 1
X              = ifelse(teamside=1,-160-statetime*8,160+statetime*8)
Y              = 240 + floor(Pos Y - ScreenPos Y)
supermovetime  = 9999999999
pausemovetime  = 9999999999

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 40
IgnoreHitPause = 1

;==============================================================================
; オロチ（姿・技発動）
;==============================================================================
[Statedef 1005]
Type = A
Physics = N
SprPriority = -1
Anim = 1005

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

[State 2110]
type = PosSet
trigger1       = 1
X              = ifelse(teamside=1,-160,160)
Y              = 240 + floor(Pos Y - ScreenPos Y)
supermovetime  = 9999999999
pausemovetime  = 9999999999

[State -1, Explod]
Type = Explod
Trigger1 = 1
trigger1 = NumExplod(1006) <= 1
Anim = 1006
ID = 1006
Postype = P1
Pos = 0 ,0 
scale = .7,.7
Ownpal = 1
SprPriority = -1
IgnoreHitPause = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1, DestroySelf]
Type = ChangeState
Trigger1 = Root,Var(20) <= 0
Trigger2 = Alive = 0
Value = 1002

[State -1, DestroySelf]
Type = ChangeState
Trigger1 = Root,stateno != 1450 && Root,stateno != 1500 && Root,stateno != 1550
Value = 1001

;==============================================================================
; オロチっこ（姿・登場）
;==============================================================================
[Statedef 1010]
Type = A
Physics = N
SprPriority = 1
Anim = 1010

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

[State 2110]
type = PosSet
trigger1       = 1
X              = ifelse(teamside=1,-100-320+statetime*8,100+320-statetime*8)
Y              = 0
supermovetime  = 9999999999
pausemovetime  = 9999999999

[State -1, Explod]
Type = Explod
Trigger1 = 1
trigger1 = NumExplod(1011) <= 1
Anim = 1011
ID = 1011
Postype = P1
Pos = 0 ,0 
scale = 1,1
Ownpal = 1
SprPriority = -1
IgnoreHitPause = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1, DestroySelf]
Type = ChangeState
Trigger1 = Time = 40
Value = 1011

;==============================================================================
; オロチっこ（姿）
;==============================================================================
[Statedef 1011]
Type = A
Physics = N
SprPriority = 1
Anim = 1010

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

[State 2110]
type = PosSet
trigger1       = 1
X              = ifelse(teamside=1,-100,100)
Y              = 0
supermovetime  = 9999999999
pausemovetime  = 9999999999

[State -1, Explod]
Type = Explod
Trigger1 = 1
trigger1 = NumExplod(1011) <= 1
Anim = 1011
ID = 1011
Postype = P1
Pos = 0 ,0 
scale = 1,1
Ownpal = 1
SprPriority = -1
IgnoreHitPause = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1, DestroySelf]
Type = ChangeState
Trigger1 = Root,StateNo = 1020
Trigger2 = Root,Var(21) <= 0 && Var(5)%6 = 1
Trigger3 = Root,Var(22) <= 0 && Var(5)%6 = 2
Trigger4 = Root,Var(23) <= 0 && Var(5)%6 = 3
Trigger5 = Root,Var(24) <= 0 && Var(5)%6 = 4
Trigger6 = Root,Var(26) <= 0 && Var(5)%6 = 5
Trigger7 = Alive = 0
Value = 1012

[State -1, DestroySelf]
Type = ChangeState
Trigger1 = Root,stateno=1100||Root,stateno=1150||Root,stateno=1200
Trigger1 = Root,stateno=1250||Root,stateno=1300||Root,stateno=1400
Value = 1015
;==============================================================================
; オロチっこ（姿・退場）
;==============================================================================
[Statedef 1012]
Type = A
Physics = N
SprPriority = 1
Anim = 1010

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

[State 2110]
type = PosSet
trigger1       = 1
X              = ifelse(teamside=1,-100-statetime*8,100+statetime*8)
Y              = 0
supermovetime  = 9999999999
pausemovetime  = 9999999999

[State -1, Explod]
Type = Explod
Trigger1 = 1
trigger1 = NumExplod(1011) <= 1
Anim = 1011
ID = 1011
Postype = P1
Pos = 0 ,0 
scale = 1,1
Ownpal = 1
SprPriority = -1
IgnoreHitPause = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 40
IgnoreHitPause = 1

;==============================================================================
; オロチっこ（姿・技発動）
;==============================================================================
[Statedef 1015]
Type = A
Physics = N
SprPriority = -1
Anim = 1015

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

[State 2110]
type = PosSet
trigger1       = 1
X              = ifelse(teamside=1,-100,100)
Y              = 0
supermovetime  = 9999999999
pausemovetime  = 9999999999

[State -1, Explod]
Type = Explod
Trigger1 = 1
trigger1 = NumExplod(1016) <= 1
Anim = 1016
ID = 1016
Postype = P1
Pos = 0 ,0 
scale = 1,1
Ownpal = 1
SprPriority = -1
IgnoreHitPause = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -1, DestroySelf]
Type = ChangeState
Trigger1 = Root,Var(21) <= 0 && Var(5)%6 = 1
Trigger2 = Root,Var(22) <= 0 && Var(5)%6 = 2
Trigger3 = Root,Var(23) <= 0 && Var(5)%6 = 3
Trigger4 = Root,Var(24) <= 0 && Var(5)%6 = 4
Trigger5 = Root,Var(26) <= 0 && Var(5)%6 = 5
Trigger6 = Alive = 0
Value = 1012

[State -1, DestroySelf]
Type = ChangeState
Trigger1 = Root,stateno!=1100&&Root,stateno!=1150&&Root,stateno!=1200
Trigger1 = Root,stateno!=1250&&Root,stateno!=1300&&Root,stateno!=1400
Value = 1011

;==============================================================================
;　キャラチェンジ
;==============================================================================
[Statedef 1020]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 0
PowerAdd  = 0

IgnoreHitPause = 1
[State -1, VarSet8]
Type = VarSet
triggerAll = time = 0
Trigger1 = Command="start+b" && (Var(1) = 0 || Var(2) < 4)
V = 5
value = 1
IgnoreHitPause = 1
[State -1, VarSet8]
Type = VarSet
triggerAll = time = 0
Trigger1 = Command="start+c" && (Var(1) = 0 || Var(2) < 4)
V = 5
value = 2
IgnoreHitPause = 1
[State -1, VarSet8]
Type = VarSet
triggerAll = time = 0
Trigger1 = Command="start+x" && (Var(1) = 0 || Var(2) < 4)
V = 5
value = 3
IgnoreHitPause = 1
[State -1, VarSet8]
Type = VarSet
triggerAll = time = 0
Trigger1 = Command="start+y" && (Var(1) = 0 || Var(2) < 4)
V = 5
value = 4
IgnoreHitPause = 1
[State -1, VarSet8]
Type = VarSet
triggerAll = time = 0
Trigger1 = Command="start+z" && (Var(1) = 0 || Var(2) < 4)
V = 5
value = 5
IgnoreHitPause = 1

[State -1, VarSet8]
Type = VarSet
triggerAll = time = 0 && (Var(1) != 0 && Var(2) >= 4)
TriggerAll = Var(20) < 5000
Trigger1 = Var(26)>400 || Var(21)>100 || Var(22)>100 || Var(23)>100 || Var(24)>100
V = 5
value = ifelse(Var(26)>400,5,ifelse(Var(21)>100,1,ifelse(Var(22)>100,2,ifelse(Var(23)>100,4,5))))
[State -1, VarSet8]
Type = VarSet
triggerAll = time = 0 && (Var(1) != 0 && Var(2) >= 4)
TriggerAll = Var(20) < 5000
Trigger1 = Var(26)<=400 && Var(21)<100 && Var(22)<100 && Var(23)<100 && Var(24)<100
V = 5
value = ifelse(Var(21)>0,1,ifelse(Var(22)>0,2,ifelse(Var(23)>0,3,ifelse(Var(24)>0,4,5))))

[State -1, VarSet8]
Type = VarSet
triggerAll = time = 0
Trigger1 = Command="start+a" && (Var(1) = 0 || Var(2) < 4)
Trigger2 = Var(21) <= 0 && Var(5)%6 = 1
Trigger3 = Var(22) <= 0 && Var(5)%6 = 2
Trigger4 = Var(23) <= 0 && Var(5)%6 = 3
Trigger5 = Var(24) <= 0 && Var(5)%6 = 4
Trigger6 = Var(26) <= 0 && Var(5)%6 = 5
Trigger7 = Var(20) >= 5000 && (Var(1) != 0 && Var(2) >= 4)
Trigger8 = RoundState = 3 && (Var(1) != 0 && Var(2) >= 4)
V = 5
value = 0

[State -1, ChangeState]
Type = ChangeState
Trigger1 = statetime = 80
Value = 0
Ctrl = 1

;==============================================================================
;　巫女の舞
;==============================================================================
[Statedef 1100]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 0
PowerAdd  = 0

[State -1]
Type = PowerAdd
Trigger1 = time = 0
Value = ifelse(Var(2)=5&&Var(1)!=0,0,-3000)

[State -1]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6020
ID       = 6020
Pos      = 0,-100
PosType  = P1
Ownpal   = 1
Keyctrl  = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, Helper]
Type = Helper
Trigger1 = time = 0
Stateno = 8000
ID = 8000
Name = "CutIn01"
Pos = 0,0
PosType = p1
Ownpal = 1
Keyctrl = 0
SprPriority = 8
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, Explod]
Type = Explod
Trigger1 = time = 0
Anim = 1101
ID = 1101
Postype = back
Pos = 0,0 
scale = .77,.77
Ownpal = 1
bindtime = -1
SprPriority = -1
IgnoreHitPause = 1
[State -1, Explod]
Type = Explod
Trigger1 = time = 82
Anim = 1151
ID = 1151
Postype = P1
Pos = 0,0 
scale = .77,.77
Ownpal = 1
bindtime = -1
SprPriority = 4
IgnoreHitPause = 1

[State -1, PlaySnd]
Type = PlaySnd
Trigger1 = statetime = 1
Value = s3,2
[State -1, PlaySnd]
Type = PlaySnd
Trigger1 = statetime = 82
Value = s3,1

[State -1, VarSet8]
Type = ParentVarAdd
trigger1 = time = 82
V = 20
value = 100
IgnoreHitPause = 1
[State -1, VarSet8]
Type = ParentVarAdd
trigger1 = time = 82
Trigger1 = Var(21) > 0
V = 21
value = 100
IgnoreHitPause = 1
[State -1, VarSet8]
Type = ParentVarAdd
trigger1 = time = 82
Trigger1 = Var(22) > 0
V = 22
value = 100
IgnoreHitPause = 1
[State -1, VarSet8]
Type = ParentVarAdd
trigger1 = time = 82
Trigger1 = Var(23) > 0
V = 23
value = 100
IgnoreHitPause = 1
[State -1, VarSet8]
Type = ParentVarAdd
trigger1 = time = 82
Trigger1 = Var(24) > 0
V = 24
value = 100
IgnoreHitPause = 1
[State -1, VarSet8]
Type = ParentVarAdd
trigger1 = time = 1
Trigger1 = Var(26) > 0
V = 26
value = 100
IgnoreHitPause = 1

[State -1, ChangeState]
Type = ChangeState
Trigger1 = statetime = 124
Value = 0
Ctrl = 1

;==============================================================================
;　巫女の舞
;==============================================================================
[Statedef 1150]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 0
PowerAdd  = 0

[State -1]
Type = PowerAdd
Trigger1 = time = 0
Value = ifelse(Var(2)=5&&Var(1)!=0,0,-1000)

[State -1]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6030
ID       = 6030
Pos      = 0,-100
PosType  = P1
Ownpal   = 1
Keyctrl  = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, VarSet8]
Type = VarSet
trigger1 = time = [0,19]
Trigger1 = Command="a"
Trigger2 = time = 0 && (Var(1) = 0 && Var(2) <= 2)
V = 13
value = 0
IgnoreHitPause = 1
[State -1, VarSet8]
Type = VarSet
triggerAll = time = [0,19]
Trigger1 = Command="b" && (Var(1) = 0 || Var(2) <= 2)
V = 13
value = ifelse(Var(21)<=0,0,1)
IgnoreHitPause = 1
[State -1, VarSet8]
Type = VarSet
triggerAll = time = [0,19]
Trigger1 = Command="c" && (Var(1) = 0 || Var(2) <= 2)
V = 13
value = ifelse(Var(22)<=0,0,2)
IgnoreHitPause = 1
[State -1, VarSet8]
Type = VarSet
triggerAll = time = [0,19]
Trigger1 = Command="x" && (Var(1) = 0 || Var(2) <= 2)
V = 13
value = ifelse(Var(23)<=0,0,3)
IgnoreHitPause = 1
[State -1, VarSet8]
Type = VarSet
triggerAll = time = [0,19]
Trigger1 = Command="y" && (Var(1) = 0 || Var(2) <= 2)
V = 13
value = ifelse(Var(24)<=0,0,4)
IgnoreHitPause = 1
[State -1, VarSet8]
Type = VarSet
triggerAll = time = [0,19]
Trigger1 = Command="z" && (Var(1) = 0 || Var(2) <= 2)
V = 13
value = ifelse(Var(26)<=0,0,5)
IgnoreHitPause = 1
[State -1, VarSet8]
Type = VarSet
triggerAll = time = 0
Trigger1 = Var(1) = 1 && Var(2) >= 3
V = 13
value = ifelse(Var(26)<=0,0,(random%2)*5)
IgnoreHitPause = 1

[State -1, Explod]
Type = Explod
Trigger1 = time = 20
Anim = 1151
ID = 1151
Postype = P1
Pos = 0,0 
scale = .77,.77
Ownpal = 1
bindtime = -1
SprPriority = 4
IgnoreHitPause = 1

[State -1, PlaySnd]
Type = PlaySnd
Trigger1 = statetime = 20
Value = s3,1

[State -1, VarSet8]
Type = ParentVarAdd
Trigger1 = statetime = 20
Trigger1 = Var(13) = 0
V = 20
value = 100
IgnoreHitPause = 1
[State -1, VarSet8]
Type = ParentVarAdd
Trigger1 = statetime = 20
Trigger1 = Var(13) = 1
V = 21
value = 100
IgnoreHitPause = 1
[State -1, VarSet8]
Type = ParentVarAdd
Trigger1 = statetime = 20
Trigger1 = Var(13) = 2
V = 22
value = 100
IgnoreHitPause = 1
[State -1, VarSet8]
Type = ParentVarAdd
Trigger1 = statetime = 20
Trigger1 = Var(13) = 3
V = 23
value = 100
IgnoreHitPause = 1
[State -1, VarSet8]
Type = ParentVarAdd
Trigger1 = statetime = 20
Trigger1 = Var(13) = 4
V = 24
value = 100
IgnoreHitPause = 1
[State -1, VarSet8]
Type = ParentVarAdd
Trigger1 = statetime = 20
Trigger1 = Var(13) = 5
V = 26
value = 100
IgnoreHitPause = 1

[State -1, ChangeState]
Type = ChangeState
Trigger1 = statetime = 63
Value = 0
Ctrl = 1

;==============================================================================
;　巫女の嵐
;==============================================================================
[Statedef 1200]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 0
PowerAdd  = 0

[State -1]
Type     = Helper
Trigger1 = StateTime = 0
Stateno  = 1201
ID       = 1201
Pos      = 0,0
PosType  = front
Ownpal   = 1
Keyctrl  = 0
size.xscale = .77
size.yscale = .77

[State 1200, Sound]
type = PlaySnd
Trigger1 = StateTime = 0
value = s3, 3

[State -1, ChangeState]
Type = ChangeState
Trigger1 = stateTime = 88
Value = 0
Ctrl = 1

;------------------------------------------------------------------------------
;　巫女の嵐　攻撃
;------------------------------------------------------------------------------
[Statedef 1201]
Type        = A
Movetype    = A
Physics     = N
VelSet      = 0,0
SprPriority = 7
Anim        = 1201

[State -1, VelSet]
Type = PosSet
Trigger1 = 1
Y = 240 + Pos Y - ScreenPos Y

[State -1, HitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA, AA,AT,AP
IgnoreHitPause = 1

[State 3002-1, Hit]
type = Projectile
trigger1 = time = 2
offset           = 0,0
postype          = P1
projid           = 1201
projanim         = 1202
projhits         = 1
projmisstime     = 3
;projhitanim      = 1404
velocity         = 0,0
projremove       = 0
projremovetime   = 80
attr             = A, SP
animtype         = Hard
damage           = ceil(EnemyNear,LifeMax*.1*EnemyNear,const(Data.defence)*.01),0
getpower         = 100, 100
HitFlag          = MAF 
guardflag        = MA
priority         = 3
pausetime        = 0,50
sparkno          = -1
sparkxy          = 0, 0
guard.sparkno    = s6005
hitsound         = -1
guardsound       = -1;s1, 10
ground.type       = Low
air.type          = High
ground.slidetime  = 12
guard.slidetime   = 12
ground.hittime    = 12
air.hittime       = 12
ground.velocity   = -4,-6
guard.velocity    = -6
air.velocity      = 0,-8
airguard.velocity = -5,-4
kill              = 1
guard.kill        = 0
fall              = 1
air.fall          = 1
fall.recover      = 0
fall.recovertime  = 25
envshake.time     = 0
envshake.ampl     = 0
envshake.freg     = 0
guard.kill        = 0
absolute          = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, DestroySelf]
Type = DestroySelf
trigger1 = animtime = 0

;==============================================================================
;　巫女の嵐２
;==============================================================================
[Statedef 1250]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 0
PowerAdd  = 0

[State -1]
Type = PowerAdd
Trigger1 = time = 0
Value = ifelse(Var(2)=5&&Var(1)!=0,0,-3000)

[State -1]
Type     = Helper
Trigger1 = time = 0
Stateno  = 6020
ID       = 6020
Pos      = 0,-100
PosType  = P1
Ownpal   = 1
Keyctrl  = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, Helper]
Type = Helper
Trigger1 = time = 0
Stateno = 8000
ID = 8000
Name = "CutIn01"
Pos = 0,0
PosType = p1
Ownpal = 1
Keyctrl = 0
SprPriority = 8
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type     = Helper
Trigger1 = StateTime = 1
Stateno  = 1251
ID       = 1251
Pos      = 0,0
PosType  = front
Ownpal   = 1
Keyctrl  = 0
size.xscale = .77
size.yscale = .77

[State 1200, Sound]
type = PlaySnd
Trigger1 = StateTime = 1
value = s3, 4

[State -1, ChangeState]
Type = ChangeState
Trigger1 = stateTime = 85
Value = 0
Ctrl = 1

;------------------------------------------------------------------------------
;　巫女の嵐２　攻撃
;------------------------------------------------------------------------------
[Statedef 1251]
Type        = A
Movetype    = A
Physics     = N
VelSet      = 0,0
SprPriority = 7
Anim        = 1251

[State -1, VelSet]
Type = PosSet
Trigger1 = 1
Y = 240 + Pos Y - ScreenPos Y

[State -1, HitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA, AA,AT,AP
IgnoreHitPause = 1

[State 3002-1, Hit]
type = Projectile
trigger1 = time = 2
offset           = 0,0
postype          = P1
projid           = 1201
projanim         = 1202
projhits         = 1
projmisstime     = 3
;projhitanim      = 1404
velocity         = 0,0
projremove       = 0
projremovetime   = 80
attr             = A, HP
animtype         = Hard
damage           = ceil(EnemyNear,LifeMax*.3*EnemyNear,const(Data.defence)*.01),ceil(EnemyNear,LifeMax*.1*EnemyNear,const(Data.defence)*.01)
getpower         = 0, 0
HitFlag          = MAF 
guardflag        = MA
priority         = 3
pausetime        = 0,50
sparkno          = -1
sparkxy          = 0, 0
guard.sparkno    = s6005
hitsound         = -1
guardsound       = -1;s1, 10
ground.type       = Low
air.type          = High
ground.slidetime  = 12
guard.slidetime   = 12
ground.hittime    = 12
air.hittime       = 12
ground.velocity   = -4,-6
guard.velocity    = -6
air.velocity      = 0,-8
airguard.velocity = -5,-4
kill              = 1
guard.kill        = 0
fall              = 1
air.fall          = 1
fall.recover      = 0
fall.recovertime  = 25
envshake.time     = 0
envshake.ampl     = 0
envshake.freg     = 0
guard.kill        = 0
absolute          = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, DestroySelf]
Type = DestroySelf
trigger1 = animtime = 0

;==============================================================================
;　火爆破
;==============================================================================
[Statedef 1300]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 0
PowerAdd  = 0

[State -1]
Type     = Helper
Trigger1 = StateTime = 0
Stateno  = 1301
ID       = 1301
Pos      = 0,0
PosType  = P1
Ownpal   = 1
Keyctrl  = 0
size.xscale = .77
size.yscale = .77

[State 1200, Sound]
type = PlaySnd
Trigger1 = StateTime = 0
value = s3, 7

[State -1, ChangeState]
Type = ChangeState
Trigger1 = stateTime = 39
Value = 0
Ctrl = 1

;------------------------------------------------------------------------------
;　火爆破　攻撃
;------------------------------------------------------------------------------
[Statedef 1301]
Type        = A
Movetype    = A
Physics     = N
VelSet      = 0,0
SprPriority = 7
Anim        = 1301

[State -1, VelSet]
Type = PosSet
TriggerAll = time = 0
Trigger1 = Enemy,TeamMode = Single || Enemy,TeamMode = Turns
Trigger2 = Enemy,TeamMode = Simul
Trigger2 = EnemyNear,Alive != 0
X = EnemyNear,Pos X
Y = 240 + Pos Y - ScreenPos Y
[State -1, VelSet]
Type = PosSet
TriggerAll = time = 0
Trigger1 = Enemy,TeamMode = Simul
Trigger1 = EnemyNear,Alive = 0
X = EnemyNear(1),Pos X
Y = 240 + Pos Y - ScreenPos Y

[State -1, HitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA, AA,AT,AP
IgnoreHitPause = 1

[State -1, AttackMulSet]
Type = AttackMulSet
Trigger1 = 1
Value = 1*root,fvar(21)*root,fvar(22)*root,fvar(23)*root,fvar(24)

[State 3002-1, Hit]
type = Projectile
trigger1 = time = 10
offset           = 0,0
postype          = P1
projid           = 1201
projanim         = 1302
projhits         = 1
projmisstime     = 3
;projhitanim      = 1404
velocity         = 0,0
projremove       = 0
projremovetime   = 6
attr             = A, SP
animtype         = Hard
damage           = 100,0
getpower         = 100, 85
HitFlag          = MAF 
guardflag        = MA
priority         = 3
pausetime        = 0,5
sparkno          = -1
sparkxy          = 0, 0
guard.sparkno    = s6005
hitsound         = -1
guardsound       = -1;s1, 10
ground.type       = Low
air.type          = High
ground.slidetime  = 12
guard.slidetime   = 12
ground.hittime    = 12
air.hittime       = 12
ground.velocity   = -4,-6
guard.velocity    = -6
air.velocity      = 0,-8
airguard.velocity = -5,-4
kill              = 1
guard.kill        = 0
fall              = 1
air.fall          = 1
fall.recover      = ifelse(P2MoveType=A,0,1)
fall.recovertime  = 25
envshake.time     = 0
envshake.ampl     = 0
envshake.freg     = 0
guard.kill        = 0

[State -1, VarSet8]
Type = null;ParentVarSet
trigger1 = Root,NumProjid(1201) = 1
trigger1 = Root,ProjHit(1201) = 1
V = 12
value = 1
Persistent = 0
[State -1, VarSet8]
Type = null;ParentVarSet
trigger1 = Root,NumProjid(1201) = 1
trigger1 = Root,ProjGuarded(1201) = 1
V = 12
value = 2
Persistent = 0

[State -1, VarSet8]
Type = ParentVarAdd
trigger1 = Root,NumProjid(1201) = 1
trigger1 = Root,ProjHit(1201) = 1
V = 25
value = 1
IgnoreHitPause = 1
Persistent = 0

[State -1]
Type = Helper
trigger1 = Root,NumProjid(1201) = 1
trigger1 = Root,ProjHit(1201) = 1
Stateno = 6003
ID = 6003
Name = "HitSpark"
Pos = 0,-60
PosType = P2
Ownpal = 1
Keyctrl = 0
SprPriority = 8
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
size.xscale = 1
size.yscale = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, DestroySelf]
Type = DestroySelf
trigger1 = AnimTime = 0

;==============================================================================
;　出張巫女
;==============================================================================
[Statedef 1400]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 0
PowerAdd  = 0

[State -1]
Type = PowerAdd
Trigger1 = time = 0
Value = 200

[State -1, Explod]
Type = Explod
Trigger1 = time = 0
Anim = 1401
ID = 1401
Postype = back
Pos = 0,240 
scale = .77,.77
Ownpal = 1
bindtime = -1
SprPriority = 4
IgnoreHitPause = 1

[State 1200, Sound]
type = PlaySnd
Trigger1 = StateTime = 0
value = s3, 9

[State -1, ChangeState]
Type = ChangeState
Trigger1 = stateTime = 40
Value = 0
Ctrl = 1

;==============================================================================
;　ガード解除
;==============================================================================
[Statedef 1450]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 0
PowerAdd  = 0

[State -1]
Type     = Helper
Trigger1 = StateTime = 0
Stateno  = 1451
ID       = 1451
Pos      = 0,0
PosType  = front
Ownpal   = 1
Keyctrl  = 0
size.xscale = .77
size.yscale = .77

[State 1200, Sound]
type = PlaySnd
Trigger1 = StateTime = 0
value = s3, 6

[State -1, ChangeState]
Type = ChangeState
Trigger1 = stateTime = 40
Value = 0
Ctrl = 1

;------------------------------------------------------------------------------
;　ガード解除　攻撃
;------------------------------------------------------------------------------
[Statedef 1451]
Type        = A
Movetype    = A
Physics     = N
VelSet      = 0,0
SprPriority = 7
Anim        = 1451

[State -1, VelSet]
Type = PosSet
Trigger1 = 1
Y = Pos Y - ScreenPos Y

[State -1, HitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA, AA,AT,AP
IgnoreHitPause = 1

[State 3002-1, Hit]
type = Projectile
trigger1 = time = 2
offset           = 0,0
postype          = P1
projid           = 1201
projanim         = 1452
projhits         = 1
projmisstime     = 3
;projhitanim      = 1404
velocity         = 0,0
projremove       = 0
projremovetime   = 30
attr             = A, SA
animtype         = Hard
damage           = 0,0
getpower         = 0, 0
HitFlag          = MAF 
guardflag        = 
priority         = 3
pausetime        = 0,10
sparkno          = -1
sparkxy          = 0, 0
guard.sparkno    = s6005
hitsound         = -1
guardsound       = -1;s1, 10
ground.type       = Low
air.type          = High
ground.slidetime  = 12
guard.slidetime   = 12
ground.hittime    = 12
air.hittime       = 12
ground.velocity   = -4
guard.velocity    = -6
air.velocity      = 0,-8
airguard.velocity = -5,-4
kill              = 1
guard.kill        = 0
fall              = 0
air.fall          = 0
fall.recover      = 0
fall.recovertime  = 25
envshake.time     = 0
envshake.ampl     = 0
envshake.freg     = 0
guard.kill        = 0
absolute          = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, DestroySelf]
Type = DestroySelf
trigger1 = animtime = 0

;==============================================================================
;　波動
;==============================================================================
[Statedef 1500]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 0
PowerAdd  = 0

[State -1]
Type     = Helper
Trigger1 = StateTime = 0
Stateno  = 1501
ID       = 1501
Pos      = 0,0
PosType  = back
Ownpal   = 1
Keyctrl  = 0
size.xscale = .77
size.yscale = .77

[State 1200, Sound]
type = PlaySnd
Trigger1 = StateTime = 0
value = s3, 8

[State -1, ChangeState]
Type = ChangeState
Trigger1 = stateTime = 88
Value = 0
Ctrl = 1

;------------------------------------------------------------------------------
;　波動　攻撃
;------------------------------------------------------------------------------
[Statedef 1501]
Type        = A
Movetype    = A
Physics     = N
VelSet      = 0,0
SprPriority = 7
Anim        = 1501

[State -1, VelSet]
Type = PosSet
Trigger1 = 1
Y = Pos Y - ScreenPos Y

[State -1, HitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA, AA,AT,AP
IgnoreHitPause = 1

[State 3002-1, Hit]
type = Projectile
trigger1 = time = 2
offset           = 0,0
postype          = P1
projid           = 1201
projanim         = 1502
projhits         = 1
projmisstime     = 3
;projhitanim      = 1404
velocity         = 0,0
projremove       = 0
projremovetime   = 80
attr             = A, SA
animtype         = Hard
damage           = 250,100
getpower         = 250, 250*.85
HitFlag          = MAF 
guardflag        = MA
priority         = 3
pausetime        = 0,10
sparkno          = -1
sparkxy          = 0, 0
guard.sparkno    = s6005
hitsound         = -1
guardsound       = -1;s1, 10
ground.type       = Low
air.type          = High
ground.slidetime  = 12
guard.slidetime   = 12
ground.hittime    = 12
air.hittime       = 12
ground.velocity   = -4,-6
guard.velocity    = -6
air.velocity      = 0,-8
airguard.velocity = -5,-4
kill              = 1
guard.kill        = 0
fall              = 1
air.fall          = 1
fall.recover      = 0
fall.recovertime  = 25
envshake.time     = 0
envshake.ampl     = 0
envshake.freg     = 0
guard.kill        = 0

[State -1]
Type = Helper
trigger1 = Root,NumProjid(1201) = 1
trigger1 = Root,ProjHit(1201) = 1
Stateno = 6004
ID = 6004
Name = "HitSpark"
Pos = 0,-60
PosType = P2
Ownpal = 1
Keyctrl = 0
SprPriority = 8
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
size.xscale = 1
size.yscale = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, DestroySelf]
Type = DestroySelf
trigger1 = animtime = 0

;==============================================================================
;　地震
;==============================================================================
[Statedef 1550]
Type      = S
Physics   = S
Ctrl      = 0
Anim      = 0
PowerAdd  = 0

[State -1, ChangeState]
Type = ChangeState
Trigger1 = stateTime = 0
Trigger1 = roundsexisted != 0
Value = 1500

[State -1]
Type = PowerAdd
Trigger1 = time = 1
Value = -3000

[State -1]
Type     = Helper
Trigger1 = time = 1
Stateno  = 6020
ID       = 6020
Pos      = 60,-100
PosType  = P1
Ownpal   = 1
Keyctrl  = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
Type     = Helper
Trigger1 = StateTime = 2
Stateno  = 1551
ID       = 1551
Pos      = 0,0
PosType  = back
Ownpal   = 1
Keyctrl  = 0
size.xscale = .77
size.yscale = .77

[State -1, ChangeState]
Type = ChangeState
Trigger1 = stateTime = 40
Value = 0
Ctrl = 1

;------------------------------------------------------------------------------
;　地震　攻撃
;------------------------------------------------------------------------------
[Statedef 1551]
Type        = A
Movetype    = A
Physics     = N
VelSet      = 0,0
SprPriority = 7
Anim        = 20012

[State -1, VelSet]
Type = PosSet
Trigger1 = 1
Y = Pos Y - ScreenPos Y

[State -1, HitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA, AA,AT,AP
IgnoreHitPause = 1

[State 1000, 0]
type = EnvShake
trigger1 = time = 0
time = 40
freq = 80
ampl = 8
phase = 0

[State 3002-1, Hit]
type = Projectile
trigger1 = time = 2
offset           = 0,0
postype          = P1
projid           = 1201
projanim         = 1502
projhits         = 1
projmisstime     = 3
;projhitanim      = 1404
velocity         = 0,0
projremove       = 0
projremovetime   = 80
attr             = A, HA
animtype         = Hard
damage           = 999999999999999999999999999999,999999999999999999999999999999
getpower         = 0,0
HitFlag          = MAF 
guardflag        = 
priority         = 3
pausetime        = 0,10
sparkno          = -1
sparkxy          = 0, 0
guard.sparkno    = s6005
hitsound         = -1
guardsound       = -1;s1, 10
ground.type       = Low
air.type          = High
ground.slidetime  = 12
guard.slidetime   = 12
ground.hittime    = 12
air.hittime       = 12
ground.velocity   = -4,-6
guard.velocity    = -6
air.velocity      = 0,-8
airguard.velocity = -5,-4
kill              = 1
guard.kill        = 1
fall              = 1
air.fall          = 1
fall.recover      = 0
fall.recovertime  = -1
envshake.time     = 0
envshake.ampl     = 0
envshake.freg     = 0
guard.kill        = 0
fall.damage       = 999999999999999999999999999999

[State -1]
Type = Helper
trigger1 = Root,NumProjid(1201) = 1
trigger1 = Root,ProjHit(1201) = 1
Stateno = 6004
ID = 6004
Name = "HitSpark"
Pos = 0,-60
PosType = P2
Ownpal = 1
Keyctrl = 0
SprPriority = 8
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999
size.xscale = 1
size.yscale = 1

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, DestroySelf]
Type = DestroySelf
trigger1 = statetime = 40

