
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ユニバース・ディストーションΩ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 4400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2200
ctrl = 0
sprpriority = 99

[state a]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

[State 4400]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[State 4400]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4400]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 22166
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 22167
sprpriority = 20
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 4400]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
volume = -50

[State 4400]
type = PlaySnd
trigger1 = Time = 10
value = 2400,0
volume = 255

[state 4400]
type = changestate
trigger1 = animtime = 0
value = 4405

;---------------------------------------------------------------------------
; 攻撃
[Statedef 4405]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
sprpriority = 9999
ctrl = 0

[State 4405]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[State 4405]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4405]
type = PlaySnd
trigger1 = Time = 50
value = 2400,1
volume = 255

[State 4405]
type = PlaySnd
trigger1 = Time = 90
value = 2400,2
volume = 255

[State 4405]
type = PlaySnd
trigger1 = Time = 0
value = 10000,34
volume = 255

[State 4405]
type = Explod
trigger1 = Time = 0
anim = 10060
id = 10060
sprpriority = 0
postype = back
pos = 160,0
scale = 1.1,1.1
bindtime = -1
removetime = 201
supermove = 1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1

[State 4405]
type = helper
trigger1 = time = 0
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 2222
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 4405]
type = changestate
trigger1 = time >= 201
value = 4410

;---------------------------------------------------------------------------
; 終了
[Statedef 4410]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0
sprpriority = 9999

[State 4410]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10065
postype = back
bindtime = -1
ontop = 1
trans = sub
ignorehitpause = 1

[state 4410]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヘルパー
[Statedef 2222]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2222

[State 2222]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 2222]
type = nothitby
trigger1 = 1
value = SCA

[State 2222]
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 2
trigger2 = hitcount <= 18
attr = S, HP
animtype  = hard
damage    = Ceil(0.022 * enemy,Const(data.life)),6
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 9,5
guard.pausetime = 9,5
sparkno = s22109 + (random%8)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.6,-1.2
guard.velocity = -9.5
air.velocity = -0.6,-1.2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 4007

[State 2222]
type = helper
trigger1 = movehit = 1
id = 4000
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2222]
type = helper
trigger1 = movehit = 1
id = 4008
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2222]
type = destroyself
trigger1 = hitcount >= 19
trigger2 = root,stateno != 4405

;---------------------------------------------------------------------------
[Statedef 4000]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3018
ownpal = 1

[state 4000]
type = nothitby
trigger1 = 1
value = SCA

[state 4000]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
[Statedef 4007]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 4007]
type = destroyself
trigger1 = ishelper

[State 4007]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4007]
type = ChangeAnim2
Trigger1 = Time = 0
value = 30300

[State 4007]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 4007]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 4007]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.35,-0.35)
y = -0.25

[state 4007]
type = veladd
trigger1 = 1
y = 0.002

[State 4007] 
type = changestate
trigger1 = time >= 11
value = 10381

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; パニッシュ・レイ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 33500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33500
ctrl     = 0
sprpriority = 3

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	;オメガトムハンクス
trigger2 = p2name = "youwilldiemortal"	;Abomb_defeatable
trigger3 = p2name = "D.O.G."	;Goddess Justice
trigger4 = p2name = "MUAHAHAHAHAHAHAHAHA";Abomb
trigger5 = p2name = "Ultimate Chimera";uchimera
value = 2000

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2
[State ]
type = BGPalFx
trigger1 = time <= 202
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 33000]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
trigger1 = time = 0
value = -3000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -3000
ignorehitpause = 1

[State 33000]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 33000]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 202
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 33000]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 33000]
type = PlaySnd
trigger1 = time = 0
value = s11,1
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,40
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s2200,2

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s801,1

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,9

[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 10000,21
[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 10000,4
[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 10000,20

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 22166
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 22167
sprpriority = 20
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 42
anim = 13047
removetime = 120
pos = 85,-151
ownpal = 1
ontop = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13046
id = 13046
sprpriority = -9999999999
postype = p1
pos = 85,-151
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 42
anim = 10910
id = 10911
pos = 85,-151
removetime = 140
bindtime = -1
removetime = 100
ownpal = 1
ontop = 1

[State 2000]
type = ModifyExplod
trigger1 = time > 42
trigger1 = time <= 142
id = 10911
scale = 0.01*(142-time),0.01*(142-time)

[State 2000]
type = Helper
trigger1 = time = 42
id = 313900
persistent = 1
name = "tama"
postype = P1
stateno = 313900
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2616]
type = Projectile
triggerall = palno != [7,12]
trigger1 = GameTime%3 = 1
trigger1 = time > 52
trigger1 = time <= 162
projanim = 99999
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage    = Ceil(0.015 * enemy,Const(data.life)),5
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
ground.type = high
ground.type = high
fall = 1
air.fall = 1
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
ignorehitpause = 1
p2stateno = 9000

[state 2000]
type = Projectile
triggerall = palno = [7,12]
trigger1 = GameTime%5 = 1
trigger1 = time > 52
trigger1 = time <= 162
projanim = 99999
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage    = Ceil(0.05 * enemy,Const(data.life)),5
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 49000

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[state 11332] 
type = targetlifeadd
triggerall = palno = [11,12]
triggerall = numtarget
trigger1 = p2stateno != 100000000
trigger1 = (GameTime%10) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 2000]
type = ReversalDef
triggerall = !ishelper&&palno = [11,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 100000000
ignorehitpause = 1

[State 2000]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = time > 202
value = 33600

[Statedef 33600]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33600
ctrl     = 0
sprpriority = 3

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10065
postype = back
bindtime = -1
ontop = 1
trans = sub
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 313900]
anim = 40000

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 85,-151

[State 1000]
type = VarRandom
trigger1 = 1
v = 6
range = 0,200

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 33300
random = 25,25
ownpal = 1
ontop = 1

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 33400
pos = Ceil(200*cos(pi*var(6)/180)),Ceil(200*sin(pi*var(6)/180))
vel = -10*cos(pi*var(6)/180),-10*sin(pi*var(6)/180)
removetime = 20
ownpal = 1

[State 2000]
type = DestroySelf
trigger1 = time > 120



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ブラックホール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0

[State 2300]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[State 2300]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2300]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2300]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 22166
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 22167
sprpriority = 20
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
volume = 150
[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 10000,21
[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 10000,4
[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 10000,20

[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2
[State 2300]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 255,255,255
under = 2

[state 2300]
type = changestate
trigger1 = animtime = 0
value = 23000

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 23000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 150

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2563,0
volume = 250
channel = 9

[State 23000]
type = Explod
trigger1 = time = 0
anim = 10130
id = 10131
pos = 0,0
postype = left
ownpal= 1
ignorehitpause = 1
sprpriority = 999
bindtime = -1
under = 99
scale = 1,1

[State 23000]
Type = Explod
Trigger1 = Time = 20
anim = 28000
id = 28000
pos = 160,70
posType = left
sprpriority = 9999
BindTime = -1
OwnPal = 0
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State 23000]
type = varset
trigger1 = Time = 0
fv = 2
value = 1

[State 23000]
type = varadd
trigger1 = Time >= 210
fv = 2
value = 0.020

[State 23000]
type = ModifyExplod
trigger1 = time >=210
id = 28000
scale = fvar(2), fvar(2)

[State 23000]
type = RemoveExplod
trigger1 = time = 232
id = 28000

[State 23000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 23000]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = Projectile
trigger1 = time = [20,240]
attr = S, NA
projanim = 19610
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
hitflag = MAFD
guardflag = M
p2stateno = 5150

[State 23000]
type = Projectile
trigger1 = time = [20,240]
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 22176
projid = 22176
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 160,-140
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(5)))*21474836,(random<=20)*(random%200)
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 4007

[State 23000]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 40020
projid = 40020
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
animtype  = Light
damage    = 10,0
getpower = 10,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2000]
type = ReversalDef
triggerall = !ishelper
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
pausetime = 0,2
p2stateno = 5150
ignorehitpause = 1

[State 23000]
type = AttackDist
trigger1 = 1
value = 0

[state 23000]
type = targetdrop
trigger1 = roundstate>=3&&enemy,alive=0&&enemy,stateno=5150||numtarget>=7

[state 23000]
type = changestate
trigger1 = time >= 250
value = 23001

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10065
postype = back
bindtime = -1
ontop = 1
trans = sub
ignorehitpause = 1

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
;ジェノサイドカッター
;=================================================================================
;=================================================================================

[Statedef 1042]
type =  S
movetype =A
physics =  S
juggle =    8
anim     = 24100
ctrl     = 0
sprpriority = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1]
type = changestate
triggerall = life <= lifemax/4
trigger1 = time = 0
value = 7100

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = 20,-42
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22166
sprpriority = -1
postype = p1
pos = 5,-90
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 22167
sprpriority = 1
postype = p1
pos = 5,-85
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -1000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -1000
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,20

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s192,1

[State 2000, 6]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = velset
trigger1 = time = 0
x = 0

[State 2000, 6]
type = velset
trigger1 = AnimElem = 3,>=0
x = 3.5

[State 1950]
type = HitDef
trigger1 = time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound   = s800,1
guardsound = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p2facing = 1
p1stateno = 1043
p2stateno = 2220

[State 700]
type = AfterImage
trigger1 = time = 0
time = 80
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state a]
type = changestate
trigger1 = time >= 80
value = 0
ctrl = 1

[Statedef 1043]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 220
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 240,1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 247
id = 247
sprpriority = 5
postype = p1
pos = 30,30
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
trans = sub

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1||AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 26
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7
nochainID = 1200

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State a]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1044
ctrl = 1

[Statedef 1044]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 230
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200, var(6)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 240,1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 247
id = 247
sprpriority = 5
postype = p1
facing = -1
vfacing = -1
pos = 45,-200
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
trans = sub

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1||AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 26
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7
nochainID = 1200

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State a]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1055
ctrl = 1

[Statedef 1055]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 248
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 240,1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 246
id = 246
sprpriority = 5
postype = p1
pos = 30,30
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
trans = sub

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 36
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7
nochainID = 1200

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1056
ctrl = 1

[Statedef 1056]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 230
ctrl = 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200, var(6)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = 1
value = 240,1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 249
id = 249
sprpriority = 5
postype = p1
pos = 30,-30
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
trans = sub

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 36
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7
nochainID = 1200

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1045
ctrl = 1

[Statedef 1045]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
anim = 1043
ctrl = 0
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 19

[State 1015, 1]
type = VelSet
trigger1 = AnimElem = 3
y = -6

[State 1010, 1]
type = VelSet
trigger1 = AnimElem = 3 > 0
x = 3.5

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 4
attr = S, NA
animtype  = hard
damage    = 26
getpower = 30,30
guardflag = MA
pausetime = 11,11
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -1,-9.5
air.velocity = -2,-9.5
fall = 1
nochainID = 1200

[State 240]
type = Explod
trigger1 = animelem = 1
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State a]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state 1015, 5]
trigger1 = AnimElem = 3 > 0
type = Gravity

[State 1000, 7]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10000,19

[State 1015, 9]
type = ChangeState
trigger1 = AnimElem = 7
value = 1047

[Statedef 1047]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
anim = 1040
ctrl = 0
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 200, var(6)

[State 1015, 1]
type = VelSet
trigger1 = AnimElem = 3
y = -9

[State 1010, 1]
type = VelSet
trigger1 = AnimElem = 3 > 0
x = 3.5

[State 1010, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 100,10
priority  = 5
guardflag = MA
pausetime = 13,13
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
ground.type = H
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -2,-5.5
air.velocity = -2,-5.5
fall = 1

[State 240]
type = Explod
trigger1 = animelem = 1
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,-70
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State a]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state 1015, 5]
trigger1 = AnimElem = 3 > 0
type = Gravity

[State 1000, 7]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10000,19

[State 1015, 9]
type = ChangeState
trigger1 = AnimElem = 7
value = 1046

;---------------------------------------------------------------------------
[Statedef 1046]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
anim = 1046
ctrl = 0
sprpriority = 2

[State 1046]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)

[State 1015, 3]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 4
attr = A, SA
animtype  = Medium
damage    = 10,1
priority  = 5
guardflag = MA
pausetime = 11,11
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -1,-9.5
air.velocity = -2,-9.5
fall = 1

[state 1015, 5]
trigger1 = AnimElem = 3 > 0
type = Gravity

[State a]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 7]
type = PlaySnd
trigger1 = AnimElem = 3
value = 240,1

[State 1015, 9]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1049

;---------------------------------------------------------------------------
[Statedef 1049]
type    = S
movetype = A
physics = S
anim = 47
velset = 0,0

[State 1019, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1019, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1019, 3]
type = PlaySnd
trigger1 = Time = 0
value = s40, 0

[State 1019, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
;デッドリーレイブ
;=================================================================================
;=================================================================================

[Statedef 7100]
type =  S
movetype =A
physics =  S
juggle =    8
anim     = 24100
ctrl     = 0
sprpriority = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1]
type = changestate
triggerall = palno = [7,12]
trigger1 = time = 0
value = 11220

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22166
sprpriority = -1
postype = p1
pos = 5,-90
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 22167
sprpriority = 1
postype = p1
pos = 5,-85
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = 20,-42
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,20

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s192,1

[State 2000, 6]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = velset
trigger1 = time = 0
x = 0

[State 2000, 6]
type = velset
trigger1 = AnimElem = 3,>=0
x = 7.5

[State 1950]
type = HitDef
trigger1 = time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound   = s800,1
guardsound = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p2facing = 1
p1stateno = 7110
p2stateno = 2220

[State 700]
type = AfterImage
trigger1 = time = 0
time = 80
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state a]
type = changestate
trigger1 = time >= 80
value = 0
ctrl = 1

[Statedef 7110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 24000
ctrl     = 0
sprpriority = 5

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

[State 810,1]
type = Width
trigger1 = 1
edge = 50,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 22
trigger5 = AnimElem = 30
trigger6 = AnimElem = 35
trigger7 = AnimElem = 41
trigger8 = AnimElem = 49
trigger9 = AnimElem = 57
trigger10 = Animelem = 62
trigger11 = Animelem = 68
trigger12 = Animelem = 76
value = s221,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 207
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 3
TimeGap  = 2

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0
x = 1

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0
pos = 50,0

[State 200,2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,42
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,42
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 35
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 49
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200,2]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 62
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 68
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200,2]
type = HitDef
trigger1 = AnimElem = 76
attr = S, HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s240,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p1stateno = 7120
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl=1

[Statedef 2220]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2512

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 7120]
type = S
movetype = A
physics = S
poweradd= 0
anim = 10000
ctrl = 0

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 10100
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 30,-90
ownpal = 1
trans =sub
sprpriority = 999

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 10110
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 30,-90
ownpal = 1
sprpriority = 999

[State 240, 4]
type = ModifyExplod
trigger1 = time > 30
trigger1 = time <= 40
id = 10004
scale = 0.09*(time-30),1

[State 240, 4]
type = ModifyExplod
trigger1 = time > 50
id = 10004
scale = 0.6,0.05*(70-time)

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2]
type = Projectile
trigger1 = time = 20
attr = S, SP
animtype  = hard
damage = 0,0
getpower = 61,61
guardflag = M
projanim = 10050
projhitanim = -1
projid = 10050
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 35
postype = p1
offset = 10,-90
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[State 14050]
type = targetLifeAdd
trigger1 = time = 30
value = -600
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 1030,2]
type = EnvShake
Trigger1 = time  = 70
time = 50
ampl = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 40
value = s2000,2
volume = 255

[State 1000, 1]
type = PlaySnd
trigger1 = time = 20
value = 2563,4

[State 1000, 1]
type = PlaySnd
trigger1 = time = 18
value = 801,1

[State 1000, 1]
type = PlaySnd
trigger1 = time = 20
value = 11,1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 3020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;パニッシュ・デス
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 10010]
type    = S
movetype= I
physics = N
juggle  = 0
ctrl = 0
velset = 0,0
anim = 10010
sprpriority = 2

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Godwald"
trigger2 = p2name = "Absolute_White_Len"	
value = 19500

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

[state a]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 4
value = 3000,1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 4
value = 3500,10

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 4
value = 2000,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 11310]
type = helper
triggerall = !ishelper
trigger1 = AnimElem = 4
id = 10015
persistent = 0
name = "kagami"
pos = 0,0
postype = p1
stateno = 10015
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 700]
type = AfterImage
trigger1 = time = 0
time = 50
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 10015]
type    = S
movetype= I
physics = N
anim = 10175
velset = 0,0
ctrl = 0

[State 10015]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 10015]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 10015
ignorehitpause = 1

[State 10015]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10015]
type = ReversalDef 
trigger1 = 1 
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0 
p2stateno = 5151
ignorehitpause = 1

[State 10015]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -999999999999999
absolute = 1
ignorehitpause = 1

[State 10015]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -2
absolute = 1
ignorehitpause = 1

[state 11332]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 11332]
type = targetstate
triggerall = numtarget>0&&roundstate=2
trigger1 = timemod = 30,0
trigger1 = time <= 600
trigger1 = target,ishelper != 1
trigger1 = target,alive
value = 5151
ignorehitpause = 1

[state 11332]
type = posset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000

[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 1150, 0
volume = 255

[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 2000,2

[State 11332]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
anim = 10180
id = 10180
sprpriority = 999999999
postype = p2
pos = 0,0
bindtime = -1
supermovetime = 50
under = 0
ownpal = 1
ontop = 1
trans = add

[State 11332]
type = RemoveExplod
trigger1 = time = 50
ID = 10180

[State 11051]
type = allpalfx
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
add = 0,0,0
mul = 256,256,256
invertall = 1
time = 50
ignorehitpause = 1
supermovetime = 3600
pausemovetime = 3600

[state 11332]
type = varset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
var(2) = 100 

[state 11332]
type = destroyself
trigger1 = var(2) != 100 
trigger1 = time = 600
trigger2 = enemy,alive != 1
ignorehitpause = 1

[Statedef 100150]
type    = S
movetype= H
physics = N
ctrl = 0

[State 100150]
type = SelfState
triggerall = name = "The black sun of Alsiel"
trigger1 = time >= 0
trigger2 = var(40) != gametime
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 100150]
type = poweradd
triggerall = name != "The black sun of Alsiel"
trigger1 = 1
value = -99999999
ignorehitpause = 1

[State 100150]
type = Lifeset
triggerall = name != "The black sun of Alsiel"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 100150]
type = Lifeadd
triggerall = name != "The black sun of Alsiel"
trigger1 = 1
value = -99999999
absolute = 1
ignorehitpause = 1

[State 100150]
type = AssertSpecial
trigger1=1
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard

[State 100150]
type = ChangeAnim
Trigger1 = Time = 0
value = 5002

[state 100150]
type = destroyself 
trigger1 = ishelper

[State 100150]
type = SelfState
trigger1 = Time >= 10
value = 5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ソウルデストラクション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 30080]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 18600
ctrl     = 0
sprpriority = 2

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	;オメガトムハンクス
trigger2 = p2name = "youwilldiemortal"	;Abomb_defeatable
trigger3 = p2name = "D.O.G."	;Goddess Justice
trigger4 = p2name = "MUAHAHAHAHAHAHAHAHA";Abomb
trigger5 = p2name = "Ultimate Chimera";uchimera
value = 2000

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State 30070]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 30070]
type = PlaySnd
trigger1 = Time = 80
value = 195,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 30080]
type = helper
triggerall = palno != [7,12]
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
postype = p2
stateno = 2320
helpertype = player
keyctrl = 0
ownpal = 1

[State 1]
type = Projectile
trigger1 = palno != [7,12]
trigger1 = time >= 0
trigger1 = p2stateno != 40
attr = S, NA
projanim = 19610
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 2
postype = p1
numhits = 0
hitflag = M
sprpriority = 5
priority = 6, Miss
p2facing = 1
p1stateno = 300810
p2stateno = 300820
p2facing = 1 
kill = 0

[State 30080]
type = Turn
trigger1 = P2dist X < 0

[State 30080]
type = ReversalDef
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 30082
pausetime = 0,2
ignorehitpause = 1

[State 30080]
type = targetdrop
trigger1 = palno = [7,12]
triggerall = numtarget
trigger1 = target,ishelper
trigger2 = time <= 1

[State 30080]
type = ChangeState
trigger1 = palno = [7,12]
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 30081

[State 1]
type = NotHitBy 
trigger1 = palno != [7,12]
trigger1 = time = 50
value = SCA
time = 150

[State 700]
type = AfterImage
trigger1 = time = 0
time = 60
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

[State 30080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30081]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2310
ctrl     = 0
sprpriority = 10

[State 30081]
type = PosAdd
trigger1 = time = 1
x = P2dist X-30

[State 30081]
type = EnvShake
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 30081]
type = EnvColor
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 18
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 7
anim = 22110
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 18
anim = 22111
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 30081]
type = Explod
triggerall = win
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 1

[State 11051]
type = superpause
trigger1 = time <=0
trigger2 = win
trigger3 = p2life = 0
trigger4 = p2stateno = 30082
time = 1
movetime = 1
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = time <=0
trigger2 = win
trigger3 = p2life = 0
trigger4 = p2stateno = 30082
time = 1
movetime = 1
ignorehitpause = 1
persistent = 0

[state 30081]
type = playsnd
trigger1 = animelem = 5
value = 2000,0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 10000,22

[State 2000, 6];抜く
type = PlaySnd
trigger1 = animelem = 9
value = 240,0

[State 30081]
type = PlaySnd
triggerall = win
trigger1 = animelem = 17
value = 2300,1
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 18
value = 10000,23

[State 11052, !]
type = PlaySnd
triggerall = !win
trigger1 = Time = 110
value = 10000,52

[State 191, 3]
type = PlaySnd
triggerall = !win
trigger1 = Time = 110
value = 11,10
freqmul = 1.5+((random%2)*0.2)

[State 700]
type = AfterImage
trigger1 = time = 0
time = 160
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 300810]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2310
ctrl     = 0
sprpriority = 10

[State 30081]
type = PosAdd
trigger1 = time = 1
x = P2dist X-30

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 22109 + (random%3)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22109 + (random%3)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 182,0
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 10000,22

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3

[State 700]
type = AfterImage
trigger1 = time = 0
time = 160
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 300820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 30082]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 30082]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 30082]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 30082]
type = ChangeAnim2
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = 5011
ignorehitpause = 1

[State 30082]
type = Turn
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = enemy,name = "The black sun of Alsiel"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time > 135
x = -7
y = -5
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = enemy,name != "The black sun of Alsiel"
x = -3
y = -5
ignorehitpause = 1

[State 30082]
type = PosSet
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
y = -5
ignorehitpause = 1

[state a]
type = lifeadd
trigger1 = enemy,time = 42
value = Ceil(-0.05 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = lifeadd
trigger1 = enemy,time = 130
value = Ceil(-0.4 * enemy,Const(data.life)) - 5
absolute = 1

[State 30082]
type = SelfState
triggerall = name != "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = enemy,name = "The black sun of Alsiel"
trigger1 = enemy,stateno = 300810
trigger1 = enemy,time > 135
trigger2 = enemy,name != "The black sun of Alsiel"
value = 5050
ignorehitpause = 1

;---------------------------------------------------------------------------
;吸い寄せ
;---------------------------------------------------------------------------

[Statedef 2320]
anim = 2320

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 1

[state hogo1];ヘルパー保護４つ
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1
[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 2320
ignorehitpause = 1

[state 2000]
type = PlayerPush
trigger1 = 1
value = 1

[state 2000]
type = posset
trigger1 = P2Dist X < 0
x = enemy,pos x

[state 2000]
type = posset
trigger1 = P2Dist X > 100
x = enemy,pos x

[state 2000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[state 2000]
type = velset
trigger1 = 1
x = 10

[state 2000]
type = turn
trigger1 = parentdist X < 0

[state a]
type = destroyself
trigger1 = root,stateno != 30080

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ニュークリアー・レイジエーション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 10110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2300
ctrl     = 0
sprpriority = 3

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	;オメガトムハンクス
trigger2 = p2name = "youwilldiemortal"	;Abomb_defeatable
trigger3 = p2name = "D.O.G."	;Goddess Justice
trigger4 = p2name = "MUAHAHAHAHAHAHAHAHA";Abomb
trigger5 = p2name = "Ultimate Chimera";uchimera
value = 2000

[state a]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

[State 2000, 6]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = nobardisplay

[State 10120]
type = Explod
trigger1 = Time = 10
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,39
[State 2000, 6]
type = PlaySnd
trigger1 =Time = 0
value = 10000,20
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,9
volume = 255
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2563,1

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 23000]
type = ChangeState
trigger1 = AnimTime = 0
value = 10120
ctrl = 1

[Statedef 10120]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2301
ctrl     = 0
sprpriority = 3

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

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2
[State ]
type = BGPalFx
trigger1 = time <= 180
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 3300]
type = playsnd
trigger1 = time = 13
value = 2563,4
ignorehitpause = 1
[State 3300]
type = playsnd
trigger1 = time = 13
value = 2563,2
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
trigger1 = time = 13
value = 10000,8
volume = 255
[State 2000, 6]
type = PlaySnd
trigger1 = time = 23
value = 10000,7
volume = 255

[state 11332] 
type = targetlifeadd 
triggerall = palno = [11,12]
trigger1 = time > 5
trigger1 = (gametime%2) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 10121]
type = Explod
trigger1 = time = 0
anim = 10100
id = 211
postype = p1
pos = 25,-85
sprpriority = 999999999
supermove = 0
removetime = 180
ownpal = 1
trans = sub
removeongethit = 0
bindtime = -1

[State 10121]
type = Explod
trigger1 = time = 0
anim = 10110
id = 211
postype = p1
pos = 25,-85
sprpriority = 999999999
supermove = 0
removetime = 180
ownpal = 1
removeongethit = 0
bindtime = -1

[State 10121]
type = Explod
trigger1 = time > 0
trigger1 = time <= 180
trigger1 = time%19 = 2
anim = 26550
bindtime = -1
ontop = 1

[State 10121]
type = Explod
trigger1 = time = 0
anim = 22068
id = 211
postype = p1
pos = 15,-85
sprpriority = 999999999
supermove = 0
removetime = 180
ownpal = 1
removeongethit = 0
bindtime = -1

[State 2000]
type = PlayerPush
trigger1 = 1
value = 0

[State 2000]
type = ChangeAnim
trigger1 = time > 180
value = 2302

[State 22076]
type = Projectile
triggerall = palno != [11,12]
trigger1 = (GameTime%5) = 1
trigger1 = time > 0
trigger1 = time <= 180
attr = S, HA
projanim = 10050
projhitanim = -1
projid = 10050
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 5
postype = p1
offset = 25,-88
projscale = 5,1
velocity = 0
animtype  = diagup
damage    = Ceil(0.01 * enemy,Const(data.life)),1
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 50
p2stateno = 9000

[State 22076]
type = Projectile
triggerall = palno = [11,12]
trigger1 = (GameTime%6) = 1
trigger1 = time > 0
trigger1 = time <= 180
attr = S, HA
projanim = 10050
projhitanim = -1
projid = 10050
projpriority = 999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999
projremove = 0
projremovetime = 5
postype = p1
offset = 25,-88
projscale = 2,1
velocity = 0
animtype  = diagup
damage  = 70,2
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 50

[State 2000]
type = SelfState
trigger1 = time > 187
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;フィアー・ジャッジメント
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 10000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 10150
ctrl = 0

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

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 40
movetime = 40
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22166
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 22167
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s11,1
volume = 255
[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 10000,4
volume = 255
[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 10000,13
volume = 255
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,4
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,11
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,21
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,20
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 2563,3
volume = 250
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 2100,0
volume = 255

[State 23000]
type = ReversalDef
trigger1 = palno = [11,12]
trigger1 = time > 10
reversal.attr = SCA,AT,AA,AP
priority = 7,hit
pausetime = 0,0
numhits = 0
hitsound = 10000,12
p2stateno = 100000000
ignorehitpause = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 10001

;-----------------------------------------
;攻撃
;-----------------------------------------

[Statedef 10001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 10155
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2100,1
volume = 255
[State 2000]
type = PlaySnd
trigger1 = time = 30
value = 10000,11
volume = 255
[State 2000]
type = PlaySnd
trigger1 = time = 42
value = 10000,9
volume = 255
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
volume = 255
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 70
value = 2200,2
volume = 255

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 30051]
type = Explod
trigger1 = Time = 0
anim = 10120
id = 10120
sprpriority = 999999999
postype = left
pos = 0,0
bindtime = -1
supermove = 0
removetime = 200
under = 0
ownpal = 1
ontop = 1
trans = sub

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

[State 2616]
type = Projectile
trigger1 = palno = [11,12]
trigger1 = (GameTime%9) = 1
attr = A, NA
projanim = 22179
projhitanim = -1
projid = 100000000
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1;0

[State 2616]
type = Projectile
triggerall = numprojid(1101000) = 0
trigger1 = palno = [11,12]
trigger1 = (GameTime%9) = 1
attr = A, NA
projanim = 22152
projhitanim = -1
projid = 1101000
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1;0

[State 2616]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%8) = 1
attr = A, NA
projanim = 99999
projhitanim = -1
projid = 100000
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 25,7
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1

[State 2616]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = numprojid(999999) = 0
trigger1 = (GameTime%8) = 1
attr = A, NA
projanim = 99999
projhitanim = -1
projid = 999999
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 25,7;35,7
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1;0

[State 2616]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = (GameTime%7) = 1
attr = A, NA
projanim = 99999
projhitanim = -1
projid = 10000001
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 15,7;35,7
getpower = 0,0
givepower = 0,0
guardflag = ;M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 0;1
air.fall = 1
fall.recover = 1;0

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[state 11332] 
type = targetlifeadd
triggerall = palno = [11,12]
triggerall = numtarget
trigger1 = p2stateno != 100000000
trigger1 = (GameTime%7) = 1
value = -2
pausemovetime = 9990000 
supermovetime = 9990000
absolute = 1

[State 2000]
type = ReversalDef
triggerall = !ishelper&&palno = [11,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 100000000
ignorehitpause = 1

[state 23000]
type = changestate
trigger1 = time >= 230
value = 10002

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 10002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 10160
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

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

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;血の贖罪
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11220]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 11220
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Phantom Mizuchi JP"	
value = 10000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	;オメガトムハンクス
trigger2 = p2name = "youwilldiemortal"	;Abomb_defeatable
trigger3 = p2name = "D.O.G."	;Goddess Justice
trigger4 = p2name = "MUAHAHAHAHAHAHAHAHA";Abomb
trigger5 = p2name = "Ultimate Chimera";uchimera
value = 2000

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

[state a]
type = poweradd
trigger1 = time = 0
value = -3000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -3000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22173
sprpriority = 999999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 191, 3]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 11225

;------------------------------------
[Statedef 11225]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 11225
ctrl = 0

[State 11225]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 11225]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 11225]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 191, 3]
type = PlaySnd
trigger1 = Time = 60
value = 2000,1
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 100
value = 2000,1
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 130
value = 11,10
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 110
value = 11,10
freqmul = 0.7+((random%2)*0.2)

[State 191, 3]
type = PlaySnd
trigger1 = Time = 150
value = 2000,2
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 180
value = 10000,17
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 210
value = 182,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 230
value = 10000,5
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 240
value = 10000,36
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 0||Time = 14||Time = 28||Time = 42||Time = 56
value = 10000,24
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 72
value = 10000,23
volume = 250

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,26
Channel = 5
ignorehitpause = 1

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,25
Channel = 5
ignorehitpause = 1

[State 11225]
type = EnvShake
trigger1 = Time = 0
trigger2 = Time = 15
trigger3 = Time = 30
trigger4 = Time = 45
trigger5 = Time = 60
trigger6 = Time = 70
time = 7
ampl = -7
freq = 95
phase = 95

[State 11225]
type = EnvShake
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
time = 13
ampl = -13
freq = 95
phase = 95

[State 11225]
type = Explod
trigger1 = Time = 0
anim = 11330
id = 11330
sprpriority = 9999999999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11225]
type = Explod
trigger1 = Time = 85
anim = 11333
id = 11334
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 109
anim = 11334
id = 11335
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 133
anim = 11333
id = 11336
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-30
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 157
anim = 11333
id = 11337
sprpriority = 10
PosType = Right
Facing = -1
pos = 50,0
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 181
anim = 11334
id = 11338
sprpriority = 10
PosType = left
Facing = 1
pos = 0,240
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 205
anim = 11333
id = 11339
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 229
anim = 11334
id = 11340
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1

[State 2616]
type = Projectile
triggerall = palno=[7,12]
trigger1 = (GameTime%7) = 1
attr = A, NA
projanim = 22179
projhitanim = -1
projid = 22179
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1;0

[State 2616]
type = Projectile
triggerall = palno=[7,12]
triggerall = numprojid(11010) = 0
trigger1 = (GameTime%7) = 1
attr = A, NA
projanim = 22152
projhitanim = -1
projid = 11010
projpriority = 999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999
projremove = 0;1
projremovetime = 5
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 35,7
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s2,15
guard.sparkno = -1
guardsound = s1,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0;-2
fall = 1
air.fall = 1
fall.recover = 1;0

[State 2616]
type = Projectile
triggerall = palno != [7,12]
trigger1 = Time = 0 || Time = 60 || Time = 120 || Time = 180 || Time = 240
attr = A, NA
projanim = 99999
projhitanim = -1
projid = 99999
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)),10
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 30,30
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s10000,26
guard.sparkno = -1
guardsound = s10000,22
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno=12360

[State 2616]
type = Projectile
triggerall = palno= [7,11]
trigger1 = Time = 0 || Time = 60 || Time = 120 || Time = 180 || Time = 240
attr = A, NA
projanim = 99999
projhitanim = -1
projid = 99999
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 30,30
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s10000,26
guard.sparkno = -1
guardsound = s10000,22
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 10050

[State 1]
type = ReversalDef
triggerall = palno = [11,12]
trigger1 = (GameTime%15) = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 30201

[State 1]
type = ReversalDef
triggerall = palno = [11,12]
trigger1 = (GameTime%15) = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 3020100

[state 1]
type = targetstate
triggerall = palno=[7,12]
trigger1 = (GameTime%15) = 1
trigger2 = win
value = 30201

[state 1]
type = targetstate
triggerall = palno= [7,12]
trigger1 = (GameTime%15) = 1
trigger2 = win
value = 3020100

[State 23000]
type = AttackDist
triggerall = palno != [11,12]
trigger1 = 1
value = 0

[state 11225]
type = changestate
trigger1 = time >= 240
value = 11230

;---------------------------------
[Statedef 11230]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
ctrl = 0

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10065
postype = back
bindtime = -1
ontop = 1
trans = sub
ignorehitpause = 1

[State 11230]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 11230]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;死の誘い
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 19500]
type    = S
physics = N
velset = 0,0
juggle = 0
sprpriority = 1
anim = 19600
ctrl = 0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
supermovetime = 999999999999
sausemovetime = 999999999999

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 19500]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 140
value = 2000,0
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 310
value = 10000,15
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22166
sprpriority = -1
postype = p1
pos = -1,-120
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 22167
sprpriority = 1
postype = p1
pos = -1,-125
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 19500]
type = helper
triggerall = !ishelper
trigger1 = numhelper(24610) = 0
trigger1 = time = 0
id = 24610
persistent = 0
name = "kagami"
pos = 0,0
postype = p1
stateno = 24610
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[state 0]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1
[state 0]
type = lifeset
triggerall = name != "The black sun of Alsiel"
trigger1 = !ishelper
value = 0
ignorehitpause = 1
[state 0]
type = lifeadd
triggerall = name != "The black sun of Alsiel"
trigger1 = !ishelper
value = -lifemax
absolute = 1
ignorehitpause = 1
[state 0]
type = hitdef
triggerall = name != "The black sun of Alsiel"
trigger1 = !ishelper
damage = 0,0
attr = C,NP
id = 19500
sparkno = -1
ignorehitpause = 1
[state 0]
type = changestate
trigger1 = loseko
value = 5150
ignorehitpause = 1
[state 0]
type = changestate
trigger1 = !ishelper
trigger1 = hitdefattr = C,NP
value = 24630
ignorehitpause = 1

[State 19500]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[state 195]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 375
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19500]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 19500]
type = destroyself
triggerall = ishelper
trigger1 = time > 370 || root,time > 375
trigger2 = roundstate != 2
ignorehitpause = 1

[state 19500]
type = posadd
trigger1 = time = [118,340]
trigger1 = random < 50
x = 50+((random%150)*0.5)

[state 19500]
type = posadd
trigger1 = time = [118,340]
trigger1 = random < 50
x = -50+((random%150)*0.5)

[State 19500]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,340]
trigger1 = random = [0,20]
trigger2 = random = [41,60]
trigger3 = random = [81,100]
movetype = A
ignorehitpause = 1

[State 19500]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,340]
trigger1 = random = [21,40]
trigger2 = random = [61,80]
trigger3 = random = [101,120]
movetype = I
ignorehitpause = 1

[State 195]
type = Turn
trigger1 = P2dist X < 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;バニッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1007000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
sprpriority = 1
anim = 3450
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Phantom Mizuchi JP"	
value = 10000

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22166
sprpriority = -1
postype = p1
pos = 10,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 22167
sprpriority = 1
postype = p1
pos = 10,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State a]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -2 + (random%4),-7
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,13

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 190, 0

[State 1]
type = null;lifeadd
triggerall = enemynear,name != "rise7"
trigger1 = time = 0
value = lifemax/4
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 0]
type = varset
trigger1 = time = 45
v = 41
value = 1500
ignorehitpause = 1

[State 0]
type = AssertSpecial
trigger1 = time > 35
trigger1 = (GameTime%2) = 1
flag = invisible

[state a] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ブラック・アビス
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 14000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 11220
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Phantom Mizuchi JP"	
value = 10000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	;オメガトムハンクス
trigger2 = p2name = "youwilldiemortal"	;Abomb_defeatable
trigger3 = p2name = "D.O.G."	;Goddess Justice
trigger4 = p2name = "MUAHAHAHAHAHAHAHAHA";Abomb
trigger5 = p2name = "Ultimate Chimera";uchimera
value = 2000

[state a]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1

[State 3100]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 28
time = 28
ignorehitpause = 1

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

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22173
sprpriority = 999999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 28100
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 11,1
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 10000,41

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 14050

[Statedef 14050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 11225
ctrl = 0

[State 14050]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,35
[State 2000, 6]
type = PlaySnd
trigger1 = time = 30
value = 10000,1
[State 2000, 6]
type = PlaySnd
trigger1 = time = 30
value = 10000,26
[State 2000, 6]
type = PlaySnd
trigger1 = time = 30
value = 2563,3
[State 2000, 6]
type = PlaySnd
trigger1 = time = 90
value = 10000,9
[State 2000, 6]
type = PlaySnd
trigger1 = time =125
value = 10000,34
[State 2000, 6]
type = PlaySnd
trigger1 = time = 165
value = 11,1
[State 2000, 6]
type = PlaySnd
trigger1 = time = 165
value = 10000,0
volume = 250
[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 2563,3
volume = 250
[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20
value = 2563,3
volume = 250
[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 2300,2
volume = 250

[State 11001]
type = EnvShake
trigger1 = Time = 0 || Time = 10 || Time = 20
time = 7
ampl = -7
freq = 95
phase = 95

[State 11001]
type = EnvShake
trigger1 = Time = 60
time = 13
ampl = -13
freq = 95
phase = 95

[State 11001]
type = Explod
trigger1 = Time = 0
anim = 32300
id = 32300
sprpriority = 999999999999
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11225]
type = Explod
trigger1 = Time = 60
anim = 11334
id = 113330
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11333
id = 113330
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11333
id = 113330
sprpriority = 999999999
postype = back
pos = -50,-30
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1

[State 11332]
type = RemoveExplod
trigger1 = animtime = 200
ID = 113330

[State 2000]
type = Explod
trigger1 = time = 165
anim = 10060
postype = back
pos = 160,0
scale = 1.1,1.1
removetime = 120
bindtime = -1
sprpriority = 999
trans = sub
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = 165
anim = 13046
id = 13046
sprpriority = 9999999999999999
postype = left
scale=1.0,1.0
removetime = 120
pos = 160,120
bindtime = -1
under = 0
trans = sub
ownpal = 1
ontop = 1
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = 165
anim = 13048
id = 13048
sprpriority = 9999999999999999
postype = left
scale=1.0,1.0
pos = 160,120
bindtime = -1
under = 0
trans = sub
ownpal = 1
ontop = 1
ignorehitpause = 1

[State a]
type = helper
trigger1 = time = 40
persistent = 1
name = "muni"
postype = P1
stateno = 310120
id = 310120
helpertype = player
keyctrl = 0
ownpal = 1

[State 3000]
type = Projectile
trigger1 = time > 0
trigger1 = time <= 290
projanim = 99999
projremove = 1
projhitanim = -1
projremanim = -1
projshadow = 0,0,0
projremovetime = 1
damage = 50
getpower = 0
attr = S, HP
animtype = Hard
damage = 0 ,0
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 210120
fall = 1

[State 2000]
type = ReversalDef
triggerall = palno = [11,12]
trigger1 = time > 0
trigger1 = time <= 290
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 1000044
pausetime = 0,2
ignorehitpause = 1

[State 14050]
type = targetLifeAdd
trigger1 = palno = [11,12]
trigger1 = numtarget > 0
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 14050]
type = changestate
trigger1 = time >= 315
value = 14100

[Statedef 14100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
ctrl = 0

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10065
postype = back
bindtime = -1
ontop = 1
trans = sub
ignorehitpause = 1

[State 14100]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 14100]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 210120]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = LifeAdd
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = -3
ignorehitpause = 1

[State 20000]
type = PowerAdd
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = 1
value = -6
ignorehitpause = 1

[State 20000]
type = SelfState
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = enemy,name = "The black sun of Alsiel"
trigger1 = enemy,stateno != 14050
trigger2 = enemy,name != "The black sun of Alsiel"
value = 5050
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper = 0
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = 1
projanim = anim
projid = 18446744073709551616
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,ST
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = (5000*lose)+50
persistent = 1
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "The black sun of Alsiel"||name = "The black sun of Alsiel"
triggerall = ishelper
trigger1 = enemy,name = "The black sun of Alsiel"
trigger1 = enemy,stateno != 14050
trigger2 = enemy,name != "The black sun of Alsiel"
trigger3 = lose
ignorehitpause = 1

[Statedef 310120]
anim = 99999

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 25,-88
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 210120
pausetime = 0,10
ignorehitpause = 1

[State 10000]
type = targetdrop
trigger1 = target,ishelper
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = time > 210
ignorehitpause = 1

[State 2000]
type = DestroySelf
trigger1 = time > 200
trigger2 = root,stateno != 14050
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;　闇を降らす
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22061
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Phantom Mizuchi JP"	
value = 10000

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

[State a];ライフバー等を消去
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2= nofg
ignorehitpause = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1

[State 3100];超必殺技発動の時間停止
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
movetime = 30
time = 30
ignorehitpause = 1

[State 10000]
type = Helper
trigger1 = time = 0
stateno = 310000
id = 310000
postype = P1
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999
[State 1000, 5]
type = Explod
trigger1 = Time = 100
anim = 22173
sprpriority = 9999999999999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = time = 100
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State a]
type = helper
trigger1 = time = 112 || time = 116 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
pos = 25,-85
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 100
value = 10000,32
volume = 255
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 100
value = 10000,41
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 110
value = 10000,38
volume = 255
[State 1000, 5]
type = Explod
trigger1 = time = 90
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = time = 110
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-95
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 20
value = 255,255,255
under = 2

[state 2000]
type = changestate
trigger1 = animtime = 0
value = 2001
;-------------------------------------------------------------------------------------------------------
;攻撃中
[Statedef 2001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 99998
ctrl = 0

[State 2001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1

[State 23000]
type = EnvColor
trigger1 = time <= 230
ignorehitpause = 1
value = 0,0,0
under = 2

[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20
value = 2563,3
volume = 250
[State -2]
type = PlaySnd
trigger1 = Time = 50
value = 10000,25
volume = 255
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = Time = 60
value = 10000,29
volume = 255
ignorehitpause = 1
[State -2]
type = PlaySnd
trigger1 = Time = 60
value = 10000,30
volume = 255
ignorehitpause = 1

[State 11001]
type = EnvShake
trigger1 = Time = 0 || Time = 10 || Time = 20
time = 7
ampl = -7
freq = 95
phase = 95

[State 11001]
type = EnvShake
trigger1 = Time = 60
time = 13
ampl = -13
freq = 95
phase = 95

[State 11001]
type = Explod
trigger1 = Time = 0
anim = 32400
id = 32400
sprpriority = 3
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11225]
type = Explod
trigger1 = Time = 60
anim = 11334
id = 113330
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 999999999999
pausemovetime = 999999999999
ownpal = 1
ignorehitpause = 1

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11333
id = 113330
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11333
id = 113330
sprpriority = 999999999
postype = back
pos = -50,-30
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1

[State 11332]
type = RemoveExplod
trigger1 = animtime = 200
ID = 113330

[State 2201]
type = Explod
trigger1 = time = 110
anim = 32700
id = 32700
postype = back
bindtime = -1
ontop = 1
ignorehitpause = 1

[state -2]
type = palfx
triggerall = !ishelper
trigger1 = 1
time = 1
ignorehitpause = 1

[state 1]
type = targetvelset
triggerall = numtarget
trigger1 = 1
x = 0
ignorehitpause = 1
[State 2000]
type = ReversalDef
triggerall = !ishelper
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 100000000
ignorehitpause = 1
[state 1]
type = varset
trigger1 = time<150&&enemy,movereversed
fv = 18
value = 1
ignorehitpause = 1
[state 1]
type = targetstate
trigger1 = fvar(18)!=0&&enemy,alive&&time<150
value = 24505
ignorehitpause = 1
[state 1]
type = targetstate
trigger1 = roundstate>=3&&numtarget&&!enemy,alive&&!enemy,ishelper
value = 5150
ignorehitpause = 1
[State 1]
type = helper
triggerall = roundstate = 2
trigger1 = numhelper(214748364) = 0
id = 214748364
persistent = 0
name = "Tomkiller"
pos = 0,0
postype = P1
stateno = 214748364
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
[State 1]
type = helper
trigger1 = time = 0
id = 22220
name = "muni"
pos = 0,0
postype = back
stateno = 22220
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[state z]
type = changestate
trigger1 = time >= 220
value = 2002

;---------------------------------------------------------------------------
;終了
[Statedef 2002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10065
postype = back
bindtime = -1
ontop = 1
trans = sub
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 26600
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-95
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2002]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 2002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 20000];無敵
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; カオティック・フレア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Phantom Mizuchi JP"	
value = 10000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	;オメガトムハンクス
trigger2 = p2name = "youwilldiemortal"	;Abomb_defeatable
trigger3 = p2name = "D.O.G."	;Goddess Justice
trigger4 = p2name = "Ultimate Chimera";uchimera
trigger5 = p2name = "AxAyAzSSS" ;mugenが落ちる
;trigger6 = p2name = "E Youmu" ;mugenが落ちる？
value = 2000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Kaleidoscope"	;調停者
value = 14000

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2= nofg
ignorehitpause = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -6000
ignorehitpause = 1

[State 2200]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 32
time = 32
ignorehitpause = 1

[State 2300]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 99999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State 2300]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 99999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State 2300]
type = Explod
trigger1 = Time = 0
anim = 28100
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22102
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22102
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999
[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,20
[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,32
[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,21
[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,4
[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,41
[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,9
[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2200,0
volume = 255

[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2300]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 255,255,255
under = 2

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 2205

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 2205]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
[State a]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1

[State a]
type = BGPalFx
trigger1 = time = 0
add = -256,-256,-256
time = 240
ignorehitpause = 1
[state -2]
type = palfx
triggerall = !ishelper
trigger1 = 1
time = 1
ignorehitpause = 1

[State 3040, 7]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 23000]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2563,0
volume = 250
channel = 9

[State 2205]
type = Explod
trigger1 = Time = 0
anim = 10130
id = 10130
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 0]
Type = Projectile
Trigger1 = 1
Projanim = 40010
Affectteam = F
Projremove = 1
Projremovetime = 1
Attr = A,HP
Postype = p1
Pos = 0,0
sparkno = -1
sparkxy = 999999999,999999999
pausetime = 0,0
Numhits = 1
Hitflag = MAFPD
Ignorehitpause = 1

[state 2210]
type = changestate
trigger1 = time >= 250
value = 2210

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 2210]
type = Explod
trigger1 = time = 0
anim = 10065
postype = back
bindtime = -1
ontop = 1
trans = sub
ignorehitpause = 1

[State 2210]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2210]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 2210]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
