[Data]
life = 1200
attack = 90
defence = 125
fall.defence_up = 100
liedown.time = 15
airjuggle = 25
sparkno = -1
guard.sparkno = -1
KO.echo = 0
 volume = 255
  IntPersistIndex = 0
FloatPersistIndex = 0
power = 6000

[Size]
xscale = 1           
yscale = 1           
ground.back = 16     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 125          
attack.dist = 0 
proj.attack.dist = 0
proj.doscale = 0        
head.pos = 0, -118
mid.pos = -4, -86 
shadowoffset = 0 
draw.offset = 0,0  

[Velocity]
walk.fwd  = 3.4     
walk.back = -3.4     
run.fwd  = 6.2130434, 0    
run.back = -6.5,-1.8 
jump.neu = 0,-9.8   
jump.back = -4.05,2    
jump.fwd = 4.0,2       
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55      
airjump.fwd = 2.5      

[Movement]
airjump.num = 0   
airjump.height = 35  
yaccel = .57        
stand.friction = .85  
crouch.friction = .82
;---------------------------------------------------------------------------

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Common
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0]
type = ChangeAnim
triggerall = name = "The black sun of Alsiel"
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0]
type = VelSet
triggerall = name = "The black sun of Alsiel"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "The black sun of Alsiel"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive && !ishelper && name="The black sun of Alsiel"
value = 5050

[State 0]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1
[State 0]
type = powerset
trigger1 = name !="The black sun of Alsiel" && !ishelper
value = 0
ignorehitpause = 1
[State 0]
type = Lifeset
trigger1 = name !="The black sun of Alsiel" && !ishelper
value = 0
ignorehitpause = 1
[State 0]
type = SelfState
trigger1 = name !="The black sun of Alsiel" && !ishelper
trigger1 = time > 0
value = 5050
ignorehitpause = 1
[State 0]
type = ChangeState
trigger1 = name !="The black sun of Alsiel" && !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1

;---------------------------------------------------------------------------
; ジャンプスタート
;---------------------------------------------------------------------------

[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

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

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

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

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

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

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; フロントステップ
;---------------------------------------------------------------------------

[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 100]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = 50

[State 100]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 100]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100]
type = VelSet
trigger1 = animelem = 3;1
x = 6;const(velocity.run.fwd.x)

[State 100]
type = VelSet
trigger1 = animelem = 15
x = 0

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

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

;---------------------------------------------------------------------------
; ダッシュ
;---------------------------------------------------------------------------

[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

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

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 102]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 102]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 102]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 102]
type = PosSet
trigger1 = Time = 0
y = 0

[State 102]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 102]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; バックステップ
;---------------------------------------------------------------------------

[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 105]
type = ChangeState
trigger1 = Time = 7
value = 106

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 106]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 106]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 107]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 107]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 107]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;------------------------------------------------------------
; GUARD (start)
[Statedef ]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !Var(30)
Trigger1 = command = "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= 100*(Var(30))
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !Var(30)
Trigger1 = command != "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= 100*(Var(30))
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = Var(30) = 0
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = !Var(30)
Trigger1 = command = "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= 100*(Var(30))
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = !Var(30)
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = !Var(30)
Trigger1 = command != "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= 100*(Var(30))
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = !Var(30)
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback" || Var(30)
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = !Var(30)
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = !Var(30)
Trigger1 = command = "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType != A
trigger2 = Random <= 100*(Var(30))
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = !Var(30)
Trigger1 = command != "holddown"
trigger2 = Var(30)
trigger2 = EnemyNear,StateType = A
trigger2 = Random <= 100*(Var(30))
statetype = S
physics = S

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;ガード
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 150]
type    = S
movetype= I
physics = N
velset = 0,0

[State -2]
type = NotHitBy
triggerall = palno = 6
trigger1 = 1
value = SCA
time = 1

[state 150]
type = destroyself
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 150]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

[State 150]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 150]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 151]
type    = S
movetype= I
physics = S

[State -2]
type = NotHitBy
triggerall = palno = 6
trigger1 = 1
value = SCA
time = 1

[State 151]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 152]
type    = C
movetype= I
physics = N
velset = 0,0

[State -2]
type = NotHitBy
triggerall = palno = 6
trigger1 = 1
value = SCA
time = 1

[State 152]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 153]
type    = C
movetype= I
physics = C

[State -2]
type = NotHitBy
triggerall = palno = 6
trigger1 = 1
value = SCA
time = 1

[State 153]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 154]
type    = A
movetype= I
physics = N
velset = 0,0

[State -2]
type = NotHitBy
triggerall = palno = 6
trigger1 = 1
value = SCA
time = 1

[State 154]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154]
type = ChangeState
trigger1 = HitShakeOver
value = 155 

[State 154]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
;---------------------------------------------------------------------------

[Statedef 155]
type    = A
movetype= I
physics = N
anim = 152

[State -2]
type = NotHitBy
triggerall = palno = 6
trigger1 = 1
value = SCA
time = 1

[State 155]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 155]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;負け動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; タイムオーバー
;---------------------------------------------------------------------------

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State -2]
type = selfstate
triggerall = palno = 6&&!ishelper
trigger1 = time >= 0
value = (statetype=S)*151+(statetype=C)*153+(statetype=A)*155+(statetype=L)*151
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[state 0]
type = selfstate
trigger1 = ishelper
value = 0

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

[state a]
type = changeanim
trigger1 = time = 0
value = 170

[State 2217]
type = AssertSpecial
trigger1 = time > 350
trigger1 = (GameTime%2) = 1
flag = invisible

[State -2]
type = AssertSpecial
trigger1 = time > 350
flag = invisible

[State 181, 1]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State 181, 1]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作１　
;---------------------------------------------------------------------------

[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = Time = 0
v = 48
range = 0,3

[State 180]
type = ChangeState
trigger1 = var(48) = 0
value = 181

[State 180]
type = ChangeState
trigger1 = var(48) = 1
value = 184

[State 180]
type = ChangeState
trigger1 = var(48) = 2
value = 186

[State 180]
type = ChangeState
trigger1 = var(48) = 3
value = 187

;---------------------------------------------------------------------------
; 勝った動作[天上天下]
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = time = 50
value = 181,0
freqmul = 1.0+((random%2)*0.2)

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999
removetime = -1
under = 0
trans = sub

[State 1000, 5]
type = RemoveExplod
trigger1 = time = 260
id = 182

[State -2]
type = AssertSpecial
trigger1 = time > 240
trigger1 = (GameTime%2) = 1
flag = invisible

[State -2]
type = AssertSpecial
trigger1 = time > 260
flag = invisible

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 1]
type = Trans
trigger1 = win
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State 181, 1]
type = AssertSpecial
trigger1 = time = [0,260]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作　我より優れるものはなし
;---------------------------------------------------------------------------

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0

[State 184]
type = PlaySnd
trigger1 = var(48) =  animelem = 9
value = 184,0

[State 184]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 184]
type = Trans
trigger1 = win
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State 184]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作　血を出す
;---------------------------------------------------------------------------

[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

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

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 182,0
freqmul = 1.0+((random%2)*0.2)

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 186]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 186]
type = Trans
trigger1 = win
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State 186]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作 ガイアとともにあり
;---------------------------------------------------------------------------
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 187]
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 187]
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 187]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 187]
type = Trans
trigger1 = win
trans = AddAlpha
alpha = 256-ifelse(time<257,time,256),ifelse(time<257,time,256)

[State 187]
type = AssertSpecial
trigger1 = time = [0,350]
flag = roundnotover

[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
range = 0,2

[State 180, 1]
type = VarRandom
triggerall = name = "The black sun of Alsiel"
trigger1 = Time = 0
v = 48
range = 0,2

[State 180, 1]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
trigger1 = Var(48) = 0
value = 191

[State 180, 1]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
trigger1 = Var(48) = 1
value = 18300

[State 180, 1]
type = ChangeState
triggerall = name = "The black sun of Alsiel"
trigger1 = Var(48) = 2
value = 19700


;---------------------------------------------------------------------------
; 登場 倒して見せよ
;---------------------------------------------------------------------------

[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
range = 0,2

[State -2]
type = trans
trigger1 = time < 256
trans = addalpha
alpha = time, 256-time

[State 191]
type = PlaySnd
trigger1 = animelem = 11
value = 190,0
freqmul = 1.0+((random%2)*0.2)

[State 191]
type = PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 191]
type = PlaySnd
trigger1 = animelem = 14
value = 190,2

[State 191]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 191] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 18300]
type = S
ctrl = 0
anim = 18300
velset = 0,0
range = 0,2

[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 191, 3]
type = stopsnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "start"
channel = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 10000,37

[State -2]
type = ChangeState
triggerall = name != "The black sun of Alsiel"
trigger1 = animelem = 4
value = 104010

[State -2]
type = trans
trigger1 = time < 256
trans = addalpha
alpha = time, 256-time

[State 2000, 6]
type = PlaySnd
trigger1 = time = 300
value = 10000,0

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 19700]
type = S
ctrl = 0
anim = 19700
velset = 0,0
range = 0,2

[State -2]
type = trans
trigger1 = time < 256
trans = addalpha
alpha = time, 256-time

[State 1020, 4];画面シェイク
type = EnvShake
trigger1 = animelem = 4
time = 15
ampl = -12
freq = 95
phase = 95

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 19710
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 191, 2] 
type = AssertSpecial
trigger1 = Time = [0,1750]
trigger1 = 1
flag = Intro

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 4
value = 2300,3

[State -2]
type = ChangeState
triggerall = name != "The black sun of Alsiel"
trigger1 = animelem = 4
value = 104010

[State 2000, 6]
type = PlaySnd
trigger1 = time = 240
value = 2300,1
freqmul = 1.0+((random%2)*0.2)

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発の動作
;---------------------------------------------------------------------------

[Statedef 195]
type = S
ctrl = 0
anim = 196
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 187]
type = PlaySnd
trigger1 = animelem = 6
value = 195,0

[State 195]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;やられ動作
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; HITG_SHAKE
;---------------------------------------------------------------------------

[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[State -2]
type = NotHitBy
triggerall = palno = 6
trigger1 = 1
value = SCA
time = 1

[state 5000]
type = destroyself
trigger1 = ishelper

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
;---------------------------------------------------------------------------

[Statedef 5001]
type    = S
movetype= H
physics = S

[state 5001]
type = destroyself
trigger1 = ishelper

[State 5001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
;---------------------------------------------------------------------------

[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[state 5010]
type = destroyself
trigger1 = ishelper

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010]
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
;---------------------------------------------------------------------------

[Statedef 5011]
type    = C
movetype= H
physics = C

[state 5011]
type = destroyself
trigger1 = ishelper

[State 5011]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HITA_SHAKE
;---------------------------------------------------------------------------

[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5020]
type = destroyself
trigger1 = ishelper

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP
;---------------------------------------------------------------------------

[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state 5030]
type = destroyself
trigger1 = ishelper

[State 5030]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10 
value = 5040

[State 5030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10
value = 5050 

[State 5030]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
;---------------------------------------------------------------------------

[Statedef 5035]
type    = A
movetype= H
physics = N

[state 5035]
type = destroyself
trigger1 = ishelper

[State 5035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] 
trigger1 = Anim != 5090 
value = 5035

[State 5035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0     
trigger4 = Anim != 5035
value = 5040 

[State 5035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0 
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0    
trigger4 = Anim != 5035 
value = 5050

;---------------------------------------------------------------------------
; HITA_RECOV
;---------------------------------------------------------------------------

[Statedef 5040]
type    = A
movetype= H
physics = N

[state 5040]
type = destroyself
trigger1 = ishelper

[State 5040]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; HITA_FALL
;---------------------------------------------------------------------------

[Statedef 5050]
type    = A
movetype= H
physics = N

[state 5050]
type = destroyself
trigger1 = ishelper

[State 5050]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 5050]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 5050]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 5050]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
;---------------------------------------------------------------------------

[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5070]
type = destroyself
trigger1 = ishelper

[State 5070]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2
;---------------------------------------------------------------------------

[Statedef 5071]
type    = A
movetype= H
physics = N

[state 5071]
type = destroyself
trigger1 = ishelper

[State 5071]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
;---------------------------------------------------------------------------

[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[state 5080]
type = destroyself
trigger1 = ishelper

[State 5080]
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080]
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080]
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081

[State 5080]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030

;---------------------------------------------------------------------------
; HITL_SLIDE
;---------------------------------------------------------------------------

[Statedef 5081]
type    = L
movetype= H
physics = C

[state 5081]
type = destroyself
trigger1 = ishelper

[State 5081]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081]
type = ChangeState
trigger1 = HitOver
value = 5110

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5100]
type    = L
movetype= H
physics = N

[state 5100]
type = destroyself
trigger1 = ishelper

[State 5100]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100]
type = FallEnvShake
trigger1 = Time = 0

[State 5100]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110

[State 5100]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100]
type = HitFallDamage
trigger1 = Time = 3

[State 5100]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100]
type = PosFreeze
trigger1 = 1

[State 5100]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5101]
type    = L
movetype= H
physics = N

[state 5101]
type = destroyself
trigger1 = ishelper

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101]
type = HitFallVel
trigger1 = Time = 0

[State 5101]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101]
type = VelAdd
trigger1 = 1
y = .4

[State 5101]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
;---------------------------------------------------------------------------

[Statedef 5110]
type    = L
movetype= H
physics = N

[state 5110]
type = destroyself
trigger1 = ishelper

[State 5110]
type = FallEnvShake
trigger1 = Time = 0

[State 5110]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110]
type = HitFallDamage
trigger1 = Time = 0

[State 5110]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 5110]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110]
type = VelMul
trigger1 = 1
x = 0.85

[State 5110]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
;---------------------------------------------------------------------------

[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
trigger1 = ishelper

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150]
type = AssertSpecial
trigger1 = name!="The black sun of Alsiel"
flag = noshadow
flag2 = nobardisplay

[State 5150]
type = AssertSpecial
triggerall = palno != 12
trigger1 = name!="The black sun of Alsiel"
trigger1 = (GameTime%2) = 1
flag = invisible

[State 5150]
type = PlaySnd
triggerall = palno != 12
trigger1 = name!="The black sun of Alsiel"
trigger1 = time = 20 || time =50 || time = 80 || time = 120 || time = 140|| time = 170|| time = 200 || time = 240 || time = 270 || time = 300 || time = 340
value = 11,0
freqmul = 0.7+((random%4)*0.2)
voulme = 255

[State 5150]
type = PlaySnd
triggerall = palno != 12
trigger1 = name!="The black sun of Alsiel"
trigger1 = time = 20 || time =40 || time = 70 || time = 90 || time = 110|| time = 130|| time = 150 || time = 170 || time = 190 || time = 210 || time = 230 || time =250 || time = 270 || time = 290 || time = 310|| time = 330|| time = 350
value = 11,0
freqmul = 1.3+((random%4)*0.2)

[State 5150]
type = Explod
triggerall = palno != 12
trigger1 = name!="The black sun of Alsiel"&&animexist(100)
trigger1 = (GameTime%10) = 0
anim = 100
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 1+(random%3),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
triggerall = palno != 12
trigger1 = name!="The black sun of Alsiel"&&animexist(101)
trigger1 = (GameTime%10) = 0
anim = 101
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 4+(random%3),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
triggerall = palno != 12
trigger1 = name!="The black sun of Alsiel"&&animexist(20)
trigger1 = (GameTime%10) = 2
anim = 20
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 3+(random%2),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
triggerall = palno != 12
trigger1 = name!="The black sun of Alsiel"&&animexist(21)
trigger1 = (GameTime%10) = 2
anim = 21
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = -3-(random%2),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
triggerall = palno != 12
trigger1 = name!="The black sun of Alsiel"&&animexist(41)
trigger1 = (GameTime%14) = 0
anim = 41
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 0,-2.5-(random%2)
Scale=0.1+((random<=50)*0.1)+((random<=100)*0.2),0.1+((random<=50)*0.1)+((random<=100)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
triggerall = palno != 12
trigger1 = name!="The black sun of Alsiel"&&animexist(5150)
trigger1 = (GameTime%50) = 0
anim = 5150
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 0,-5-(random%2)
removetime = -1
supermove = 1
ownpal = 1
trans = add
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
triggerall = palno != 12
triggerall = name != "The black sun of Alsiel"
trigger1 = numexplod(2222) <=30
persistent = 5
anim = ifelse(random>=500,5020,5011)
id = 2222
vel = -4+random%8,-4+random%8
sprpriority = 9999999
postype = p1
scale = 0.01+(random%15*0.05),0.01+(random%8*0.05)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 0

[State 5150]
type = Explod
triggerall = palno != 12
triggerall = name != "The black sun of Alsiel"
trigger1 = numexplod(2223) <=30
persistent = 5
anim = ifelse(random>=500,5010,130)
id = 2223
vel = -10+random%20,-10+random%20
sprpriority = 9999999
postype = p1
scale = 0.001+(random%20*0.05),0.001+(random%12*0.05)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 0

[State 5150]
type = Explod
triggerall = palno != 12
triggerall = name != "The black sun of Alsiel"
trigger1 = numexplod(2224) <=30
persistent = 5
anim = ifelse(random>=500,5050,5150)
id = 2224
vel = -10+random%20,-10+random%20
sprpriority = 9999999
postype = p1
scale = 0.001+(random%9*0.01),0.001+(random%12*0.01)
pos = -20+(random%40),0
removetime = 100
ownpal = 1
SuperMove = 0

[State 1]
type = AssertSpecial
triggerall = palno = [11,12]
trigger1 = prevstateno = 104010 && !alive
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 13121]
type = lifeset
triggerall = palno = [11,12]
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = palno = [11,12]
trigger1 = prevstateno = 104010 && !alive
ignorehitpause = 1
value = 0

[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4]
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6]
type = VelMul
triggerall = name = "The black sun of Alsiel"
trigger1 = 1
x = 0.85

[State 5150, 7]
type = VelSet
triggerall = name = "The black sun of Alsiel"
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
triggerall = name = "The black sun of Alsiel"
trigger1 = 1
value = SCA
time = 1

[State 5150, 6]
type = PosSet
triggerall = palno != [11,12]
trigger1 = name != "The black sun of Alsiel"
y = 0

[State 5150, 6]
type = PosSet
triggerall = palno = [11,12]
trigger1 = name != "The black sun of Alsiel"
y = 99999

[State 0, 4]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = name != "The black sun of Alsiel"||(name = "The black sun of Alsiel")
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = name != "The black sun of Alsiel"||(name = "The black sun of Alsiel")
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;Varのラウンド持ち越し
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 5900]
type = S

[State 5900]
type = destroyself
trigger1 = Ishelper
ignorehitpause = 1
[State 5900]
type = powerset
trigger1 = name !="The black sun of Alsiel" && !ishelper
value = 0
ignorehitpause = 1
[State 5900]
type = Lifeset
trigger1 = name !="The black sun of Alsiel" && !ishelper
value = 0
ignorehitpause = 1
[State 5900]
type = SelfState
trigger1 = name !="The black sun of Alsiel" && !ishelper
trigger1 = time > 0
value = 5050
ignorehitpause = 1
[State 5900]
type = ChangeState
trigger1 = name !="The black sun of Alsiel" && !ishelper
trigger1 = !alive
value = 5150
ignorehitpause = 1

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

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

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

;==========================================================================================
;==========================================================================================
; 遠距離立ち弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                
ctrl = 0                        
anim = 200                
poweradd = 20                   

[State 200]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 200]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 200, 1]
type = HitDef
triggerall = palno != [7,12]
trigger1 = time = 0
attr = S, NA                 
damage = 38, 0                   
getpower = 61,61
animtype = Light                
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 7, 8                 
sparkno = s22109 + (random%8)
sparkxy = -20, -69
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0            
ground.type = high               
ground.slidetime = 9             
ground.hittime  = 9             
ground.velocity = -6             
airguard.velocity = -1.9,-2     
air.type = Low                  
air.velocity = -1.4,-3           
air.hittime = 12                


[State 200]
type = Projectile
triggerall = palno = [7,12]
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22134
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 50, -89 
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 200]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,random%3

[state 200]
type = ctrlset
trigger1 = animelem = 4
value = 1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

;==========================================================================================
;==========================================================================================
;遠距離強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 210

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210,random%3

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10000, 46

[State 210]
type = Explod
trigger1 = animelem = 4
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999
scale = 0.7,0.7

[State 210]
type = Explod
trigger1 = animelem = 7
anim = 22068
id = 22068
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 210]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -6.4

[State 210]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 19

[State 210]
type = HitDef
triggerall = palno != [7,12]
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 176,15
getpower = 33,33
guardflag = M
pausetime = 30,30
sparkno = s22109 + (random%8)
sparkxy = -30, -70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 8
envshake.ampl = 8

[State 210]
type = Projectile
triggerall = palno = [7,12]
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22136
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,10
sparkno = s22109 + (random%8)
sparkxy = 40, -69
hitsound   = s10000,43
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

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

;==========================================================================================
;==========================================================================================
;遠距離 立ち弱キック
;==========================================================================================
;==========================================================================================

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 230]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 230]
type = PlaySnd
trigger1 = animelem = 3
value = 240, 1

[State 230]
type = PlaySnd
trigger1 = animelem = 4
value = 210, 0

[State 230]
type = Explod
trigger1 = animelem = 2
anim = 243
id = 243
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 230]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 100,10
priority = 7
getpower = 50,50
guardflag = M
pausetime = 14,15
sparkno = s22109 + (random%8)
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

[State 240]
type = Projectile
triggerall = palno = [7,12]
trigger1 = Time = 0
attr = S, SA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = 50, -85
hitsound   = s240,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

[state 230]
type = posadd
trigger1 = animelem = 3
x = 4

[State 230]
type = ChangeState
value = 11600
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
trigger1 = MoveContact = 1

[State 230]
type = ChangeState
value = 2200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 50
trigger1 = Random <= 200
trigger1 = MoveContact = 1

[State 230]
type = ChangeState
value = 1100
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y >= -130
trigger1 = MoveContact = 1

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;遠距離 立ち強キック
;==========================================================================================
;==========================================================================================

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 210,random%3

[State 240]
type = Explod
trigger1 = animelem = 3
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999
scale = 0.7,0.7

[State 240]
type = PlaySnd
trigger1 = animelem = 4
value = 10000,19

[State 240]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,-40
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 240]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 240, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s22109 + (random%8)
sparkxy = -15,-85
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2

[State 240, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s22109 + (random%8)
sparkxy = -15,-106
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0

[State 240]
type = Projectile
triggerall = palno = [7,12]
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = 50, -85
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
fall.recover = 0

[state 240]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240]
type = ChangeState
value = 230
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,80]
trigger1 = p2movetype = H
trigger1 = MoveContact = 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]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 242
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 10000, 22

[State 210]
type = Explod
trigger1 = animelem = 4
anim = 26550
sprpriority = 0
postype = p1
pos = -40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 200, 1]
type = Envcolor
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 200,20
getpower = 30,30
hitflag = MFAD
guardflag = MA
pausetime = 0,0
sparkno = s22109 + (random%8)
sparkxy = -15,-85
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -14,-8
air.velocity = -14,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7

[state 1500]
type = velset
trigger1 = 1
x = 60

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
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

;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 46

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 5

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 22068
id = 22068
sprpriority = 5
postype = p1
pos = 24,-88
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = -1
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0


[State 240, 2]
type = Projectile
triggerall = palno = [7,12]
trigger1 = animelem = 4
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
projanim = 22130
projhitanim = -1
projid = 22130
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = -1
sparkxy = 50,-77
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 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, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3

[State 400]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 400]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 400, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s22109 + (random%8)
sparkxy = -10,-37
hitsound   = s300,var(6)
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3


[State 400]
type = Projectile
triggerall = palno= [7,12]
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22140
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 38, -25
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 400]
type = CtrlSet
trigger1 = animelem = 4
value = 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 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210,random%3

[State 410]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 410]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.4

[State 410]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 7

[State 410, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s22109 + (random%8)
sparkxy = -10,-73
hitsound   = s310,var(6)
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6


[State 410]
type = Projectile
triggerall = palno = [7,12]
trigger1 = AnimElem = 6 || AnimElem = 7
attr = C, NA
projanim = 22141
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,0
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 60, -70
hitsound   = s310,var(6)
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 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 410]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;屈み弱キック
;==========================================================================================
;==========================================================================================

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 430
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3

[State 430]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 90 || projguarded35600 >= 1 && FrontEdgeDist <= 90
x = -4.1

[State 430]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 430, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s22109 + (random%8)
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20


[State 430]
type = Projectile
triggerall = palno = [7,12]
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22142
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 38, -15
hitsound   = s330,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430]
type = CtrlSet
trigger1 = animelem = 4
value = 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 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;==========================================================================================
;==========================================================================================
;屈み強キック
;==========================================================================================
;==========================================================================================

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 60
ctrl = 0
anim = 440
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 =  time = 0
value = 210,random%3

[State 440]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 440]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 440]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 440, 3]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s22109 + (random%8)
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s22184
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1


[State 440]
type = Projectile
triggerall = palno = [7,12]
trigger1 = AnimElem = 8
attr = C, NA
projanim = 22143
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.1 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 88, -15
hitsound   = s340,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 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 440]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================================================================================
;==========================================================================================
;空中弱パンチ
;==========================================================================================
;==========================================================================================

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 600
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3

[State 600]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 600]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 600, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s22109 + (random%8)
sparkxy = -10,-79
hitsound   = s300,var(6)
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3


[State 600]
type = Projectile
triggerall = palno = [7,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22144
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 30, -70
hitsound   = s300,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[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
;==========================================================================================
;==========================================================================================
;空中強パンチ
;==========================================================================================
;==========================================================================================

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3

[State 610]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 610]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 610, 3]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + (random%8)
sparkxy = -10,-76
hitsound   = s310,var(6)
guard.sparkno = s22184
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4


[State 610]
type = Projectile
triggerall = palno = [7,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22145
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Med
damage    = Ceil(0.08 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 30, -70
hitsound   = s310,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

[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

;==========================================================================================
;==========================================================================================
;垂直空中弱キック
;==========================================================================================
;==========================================================================================

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 630
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,random%3

[State 630]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 630]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 630, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s22109 + (random%8)
sparkxy = -5,-51
hitsound   = s330,var(6)
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3


[State 630]
type = Projectile
triggerall = palno = [7,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22146
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 43, -20
hitsound   = s330,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
air.velocity = -2,-3

[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

;==========================================================================================
;==========================================================================================
;空中強キック
;==========================================================================================
;==========================================================================================

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 60
ctrl = 0
anim = 640
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = time = 2
value = 210,random%3

[State 640]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1

[State 640]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 640, 3]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + (random%8)
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s22184
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4


[State 640]
type = Projectile
triggerall = palno = [7,12]
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22147
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.09 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
animtype = Med
pausetime = 2,0
sparkno = s22109 + (random%8)
sparkxy = 43, -40
hitsound   = s340,random%3
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

[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

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 690
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,var(6)

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 10000, 46

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 5

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 22068
id = 22068
sprpriority = 5
postype = p1
pos = 31,-57
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
triggerall = palno != [7,12]
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = -1
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0


[State 240, 2]
type = Projectile
triggerall = palno = [7,12]
trigger1 = animelem = 2
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
projanim = 22130
projhitanim = -1
projid = 22130
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
sparkno = -1
sparkxy = 50,-75
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 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

;---------------------------------------------------------------------------
;緊急回避前
;---------------------------------------------------------------------------

[Statedef 700]
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[state 700]
type = playerpush
trigger1 = 1
value = 0

[state 700]
type = posset
trigger1 = time = 0
y = 0

[State 700]
type = PlaySnd
trigger1 = animelem = 1
value = 190,1

[State 700]
type = velset
trigger1 = Time = 0
x = 0

[State 700]
type = velset
trigger1 = animelem = 2
x = 12

[State 700]
type = velset
trigger1 = animelem = 4
x = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 19100
id = 19100
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 50, 4]
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State a] 
type = afterimage
trigger1 = roundstate > 0&&!ishelper
trigger1 = time = 0
trans = add
time = 15
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 2

[State 700] 
type = turn 
triggerall = animelem = 4
trigger1 = p2dist x< 0 
value = 1

[State 700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊急回避後ろ
;---------------------------------------------------------------------------

[Statedef 701]
poweradd= 0
ctrl = 0
anim = 3031
sprpriority = 2
velset = 0,0

[state 701]
type = posset
trigger1 = time = 0
y = 0

[state 701]
type = playerpush
trigger1 = 1
value = 0

[State 701]
type = PlaySnd
trigger1 = animelem = 1
value = 190,1

[State 701]
type = velset
trigger1 = animelem = 2
x = -12

[State 701]
type = velset
trigger1 = animelem = 5
x = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 19100
id = 19100
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 50, 4]
type = AfterImage
triggerall = !ishelper
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State a] 
type = afterimage
trigger1 = roundstate > 0&&!ishelper
trigger1 = time = 0
trans = add
time = 33
palcontrast =  256,0,256
palbright = 0,0,0
time    =  -1
length  = 13
timegap = 1
framegap = 2

[State 701]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ダウン回避
;---------------------------------------------------------------------------

[Statedef 702]
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state 702]
type = posset
trigger1 = time = 0
y = 0

[State 702]
type = NotHitBy
trigger1 = 1
value = SCA

[state 702]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 702]
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

[State 702]
type = velset
trigger1 = Time = 0
x = -4

[State 702]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state 702]
type = velset
trigger1 = vel x >= 0
x = 0

[State 702]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800]
type = Projectile
trigger1 = AnimElem = 1
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA
projanim = 22148
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
numhits = 0
givepower = 0,0
hitflag = M
sparkno = -1
guard.sparkno = -1
guardsound = -1
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1        
p1stateno = 801       
p2stateno = 805 
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 801
ctrl = 0

;==========================================================================================
;==========================================================================================
;投げている自分
;==========================================================================================
;==========================================================================================

[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0 
value = 10000,39
volume = 255

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 28
volume = -255

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 10000, 12
volume = 250

[State 801]
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 801]
type = Explod
trigger1 = animelem = 5
anim = 22161
sprpriority = 5
postype = p1
velset = 0,0
pos = 70,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 100,-135
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 120,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.8,0.8

[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 22101
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 9999999999
postype = p1
velset = 0,0
pos = 90,-120
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0

[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806

[State -2]
type = targetLifeAdd
triggerall = palno != [7,12]
trigger1 = 1
value = -(Ceil(0.00005 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State -2]
type = targetLifeAdd
triggerall = palno = [7,12]
trigger1 = 1
value = -(Ceil(0.0005 * Const(data.life)))
absolute = 1
ignorehitpause = 1

[State 801]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 15
postype = p1
offset = 70,0
velocity = 0
animtype  = Light
damage    = Ceil(0.05 * enemy,Const(data.life)),10
getpower = 150,150
givepower = 0,0
guardflag = 
hitflag = MAF
pausetime = 2,0
sparkno = s22161
sparkxy = 40, -89 
hitsound   = s10000,28
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 801]
type = EnvShake
trigger1 = animelem = 5
time = 18
ampl = 18
freq = 95
phase = 95

[State 801]
type = Width
trigger1 = 1
edge = 60,0

[state 801] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;投げられている相手
;==========================================================================================
;==========================================================================================

[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
value = 0

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
fvalue = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(1) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(2) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(3) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(4) = 0
IgnoreHitPause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

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

;==========================================================================================
;==========================================================================================
;投げられている相手2
;==========================================================================================
;==========================================================================================

[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
value = 0

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
fvalue = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(1) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(2) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(3) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="The black sun of Alsiel"&&!ishelper&&name!="The black sun of Alsiel"
sysvar(4) = 0
IgnoreHitPause = 1

[State 806]
type = NotHitBy
trigger1 = 1
value = SCA

[State 806]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 806]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 806]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 806] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1

[State 806]
type = lifeset
triggerall = enemynear,name="The black sun of Alsiel"
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具1
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[state 1050]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[state 1050]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 1050]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1050]
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 1
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[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 1050]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヘルパ
;---------------------------------------------------------------------------

[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

[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 = 1065
ignorehitpause = 1

[State 1065]
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = animtime = 0
anim = 11630
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1
trans = sub
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1065]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 30,30
offset = 0,0
velocity = 0
damage = Ceil(0.05 * enemy,Const(data.life)) * root,var(13),Ceil(0.007 * enemy,Const(data.life)) * root,var(13)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1065]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
trans = sub
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999

[state 1065]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具2
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11610]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1050
ctrl = 0

[state a]
type = playsnd
trigger1 = animelem = 6
value = 10000,3

[state a]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 99999999999
projsprpriority = 999999999999
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 8
damage = 45,10
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 99999999999
projsprpriority = 999999999999
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 5
damage = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = Animelem = 8
attr = S, SP
projanim = 11610
projhitanim = 11630
projid = 11610
projpriority = 99999999999
projsprpriority = 999999999999
projremove = 1
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 76,-96
velocity = 4
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = -1
guard.sparkno = s22184
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 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 a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; オロチ飛び道具3
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 3001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 3007
ctrl = 0

[state 3001]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[State 3001]
type = PlaySnd
trigger1 = animelem=7||animelem=8
value = 2562,0
volume= -255

[State 3001]
type = PlaySnd
trigger1 = animelem=7||animelem=8
value = 10000,44
volume= 255

[state 3001]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 3001]
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 3001]
type = helper
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 3001]
type = helper
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 3002
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 3001]
type = helper
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 3003
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 3001]
type = helper
trigger1 = Animelem = 8
id = 3002
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 3003
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[state 3001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 3002]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[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 = 3002
ignorehitpause = 1

[State 3002]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3002]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3002]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3002

[state 3002]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -7.5

[state 1]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = 7.5

[state 3002]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -4.0

[state 3002]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = 4.0

[State 3002]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0

[State 3002]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
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

[state 3002]
type = posset
trigger1 = !ishelper
y = 0

[state 3002]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 3002]
type = ChangeState
triggerall = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 3004

[State 3002]
type = ChangeState
triggerall =  1 && ishelper
trigger1 = Movecontact = 1
value = 3004

[State 3002]
type = ChangeState
trigger1 = time >= 60 && ishelper
value = 3004

;==========================================================================================
;==========================================================================================
;光
;==========================================================================================
;==========================================================================================

[Statedef 3003]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[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 = 3003
ignorehitpause = 1

[State 3003]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3003]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3003]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3003

[state 3003]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -7.5

[state 3003]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = 7.5

[state 3003]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -4.0

[state 3003]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = 4.0

[State 3003]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0

[State 3003]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
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

[state 3003]
type = posset
trigger1 = !ishelper
y = 0

[state 3003]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[State 3003]
type = ChangeState
triggerall = ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 3004

[State 3003]
type = ChangeState
triggerall = ishelper
trigger1 = Movecontact = 1
value = 3004

[State 3003]
type = ChangeState
trigger1 = time >= 60 && ishelper
value = 3004

;==========================================================================================
;==========================================================================================
;消滅
;==========================================================================================
;==========================================================================================

[Statedef 3004]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 3004]
type = playsnd
trigger1 = time = 0
value = 10000,43

[state 3004]
type = nothitby
trigger1 = 1
value = SCA

[State 3004]
type = Explod
trigger1 = time = 0
anim = 22163
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 3004]
type = Projectile
triggerall = 1
trigger1 = time = 5
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22161
sparkxy = 0,0
hitsound   = s10000,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-((1*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15

[state 3004]
type = destroyself
trigger1 = AnimTime = 0

;=================================================================================
;=================================================================================
オロチ飛び道具4
;=================================================================================
;=================================================================================

[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 1110]
type = PlaySnd
trigger1 = Time = 3
value = 10000,16
volume = 255

[state 1110]
type = playsnd
trigger1 = animelem = 5
value = 1200,0

[State 1110]
type = Explod
trigger1 = animelem = 5
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1150]
type = helper
triggerall = !ishelper
trigger1 = animelem = 5
id = 1110
persistent = 0
name = "monsyou"
pos = 80,-80
postype = P1
stateno = 1110
size.xscale = .7
size.yscale = .7
helpertype = player
keyctrl = 0
ownpal = 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 = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
ヘルパー

[Statedef 1110]
type    = S
movetype= A
physics = N
anim = 1205
velset = 0,0
ctrl = 0

[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 = 1110
ignorehitpause = 1

[State 1110]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = time >= 40
scale = 1.0,1.0

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

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1110]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 1110
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1110]
type = Projectile
trigger1 = ishelper
attr = S, NA
damage = ceil(0.005*enemy,const(data.life)),ceil(0.001*enemy,const(data.life))
guardflag = M
hitflag = MAF
projanim = 12060
projid = 12060
projremovetime = 2
postype = p1
pausetime = 0,0
priority = 7, Hit
sparkno = s22109 + (random%8)
hitsound = s2300,2
guard.sparkno = s22184
guardsound = s120,0
animtype = hard
ground.type = high 
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 1
p2stateno=9000

[State 1110]
type = parentvarset
trigger1 = var(9) - enemy,life>=1&&movehit=1
v = 3
value = 0

[State 1110]
type = varset
trigger1 = 1
v = 9
value = enemy,life

[state 1110]
type = veladd
trigger1 = time >= 40
x = .1

[state 1110]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300

;=====================================================================================
;=====================================================================================
; クレイスト・ピラー
;=====================================================================================
;=====================================================================================
[Statedef 18100]
type    = S
movetype= I
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 5

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2100,2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 1100, 1

[State 18100]
type = helper
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 18102
persistent = 0
name = "monsyou"
pos = 70,-150
postype = P1
stateno = 18101
size.xscale = 0.7
size.yscale = 0.7
helpertype = player
keyctrl = 0
ownpal = 1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 85
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------
;ヘルパー
[Statedef 18101]
type    = S
movetype= A
physics = N
anim = 18101
velset = 0,0
ctrl = 0

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

[state hogo1]
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 = 18101
ignorehitpause = 1

[State 1110]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 18101

[State 180, 1]
type = VarRandom
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
v = 48
range = 0,5

[State 2]
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 35 || time = 51 || time = 71 || time = 91 || time = 111 || time = 131
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 0,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2]
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkxy = -7,-40
hitsound   = s225,1
sparkno = s22109 + (random%8)
guard.sparkno = s22184
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -160,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15
postype = p1
offset = 140,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 72
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 40,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 92
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 20,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -80,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 112
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 160,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkxy = -7,-40
hitsound   = s225,1
sparkno = s22109 + (random%8)
guard.sparkno = s22184
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = -10,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 100,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[State 2];攻撃の指定
type = Projectile
triggerall = var(48) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;time = 132
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 18102
projhitanim = -1
projid = 18102
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 15;5
postype = p1
offset = 60,150
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s22109 + (random%8)
guard.sparkno = s22184
sparkxy = -7,-40
hitsound   = s225,1
guardsound = s121,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

[state a];
type = playsnd
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
value = 801,1

[state 11311]
type = destroyself
trigger1 = time = 178

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; バニシング・ラッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22222
ctrl = 0
juggle = 7
poweradd= 0
velset = 0,0
sprpriority = 2

[state a]
type = varset
trigger1 = time = 0 
v = 5
value = ifelse(var(30)!=1,(command="b"),(random%2))

[state a]
type = varset
trigger1 = time = 0 
fv = 21
value = 0

[State a]
type = NotHitBy
triggerall = palno= [7,12]
trigger1 = 1
value = SCA

[State 191]
type = PlaySnd
trigger1 = animelem = 8
value = 181,0

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 3
value = s2562,1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 22118
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 26500
id = 22118
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 700]
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, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117

;==========================================================================================
;==========================================================================================
;ダッシュ
;==========================================================================================
;==========================================================================================

[Statedef 22117]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

[state a]
type = varadd
trigger1 = time = 0 
fv = 21
value = 1

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

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22118

[State 700]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State a]
type = Pause
trigger1 = projhit35901 = 1 || projguarded35901 = 1
time = 2

[State 1]
type = Projectile
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 25
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = -7, -85
hitsound   = s10000,10
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0

[State 1]
type = Projectile
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 25
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = -7, -85
hitsound   = s10000,10
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0

[State a];ヘルパ
type = Helper
trigger1 = NumHelper(22121) = 0
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 25
helpertype = player
keyctrl = 0 
ownpal = 1
PauseMoveTime = 9999999

[State 1] 
type = turn 
trigger1 = fvar(21)<=4+((var(41)>=1)*4)&&animTime=0&&p2dist x<0&&var(5)=1
value = 1

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = ifelse((var(5)=1&&fvar(21)<=5+((var(41)>=1)*4)),22117,22116)

;==========================================================================================
;==========================================================================================
;終了
;==========================================================================================
;==========================================================================================

[Statedef 22116]
type = S
movetype = A
physics = N
anim = 22117
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 26500
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================

[Statedef 22121]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

[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 = 22121
ignorehitpause = 1

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1]
type = Projectile
triggerall = palno != [7,12]
trigger1 =AnimElem=1||AnimElem=2||AnimElem=3||AnimElem=4||AnimElem=5||AnimElem=6||AnimElem=7||AnimElem=8
attr = A, HA
projanim = 22152
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 5
projremovetime = 5
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.01*enemy,Const(data.life)),Ceil(0.002*enemy,Const(data.life))
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s22109 + (random%8)
sparkxy = -5, -80
hitsound   = s10000,10
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4
air.velocity = 0,-4
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4
fall = 1
fall.recover = 0

[State 1]
type = Projectile
triggerall = palno= [7,12]
trigger1 =AnimElem=1||AnimElem=2||AnimElem=3||AnimElem=4||AnimElem=5||AnimElem=6||AnimElem=7||AnimElem=8
attr = A, HA
projanim = 22152
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 5
projremovetime = 5
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.03 * enemy,Const(data.life)),10
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s22109 + (random%8)
sparkxy = -5, -80
hitsound   = s10000,10
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0,-6
air.velocity = 0,-6
envshake.time = 7
envshake.ampl = 7
yaccel = 0.6
fall = 1
fall.recover = 0

[State 2]
type = destroyself
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 髑髏柱
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[State a]
type = NotHitBy
trigger1 = palno = [7,12]
value = SCA

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1450
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) = 1
triggerall = time = 0
trigger1 = prevstateno != 1450
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "a"
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "z"
v = 5
value = 4

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time != 0
range = 0,4
v = 5

[state a]
type = varset
triggerall = palno = [7,12]
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 12

[state a]
type = varset
triggerall = palno != [7,12]
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 3

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1

[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*20

[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

[state a]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state a]
type = varset
triggerall = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
trigger2 = var(30)
v = 7
value = 1

[State 2900, 1]
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = player
keyctrl = 0
ownpal = 1

[state a]
type = changestate
triggerall = palno = [7,12]
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 0)
value = 1450

[state a]
type = changestate
triggerall = palno = [7,12]
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) = [0,12]
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[state a]
type = changestate
triggerall = palno != [7,12]
triggerall = !var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[state a]
type = changestate
triggerall = palno != [7,12]
triggerall = roundstate = 2
triggerall = var(30)
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
trigger1 = random<50
value = 1450

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

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

[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1411

[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[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
pausemovetime = 99999999
supermovetime = 99999999
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1412
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 2562,2
volume = 255
[state a]
type = playsnd
trigger1 = time = 0
value = 10000,28
volume = 255
[state a]
type = playsnd
trigger1 = time = 0
value = 10000,49
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10165
id = 10165
sprpriority = 3
postype = p1
pos = 0,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
scale = 1.1,1.1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2553
sprpriority = 3
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22108
sprpriority = 5
postype = p1
pos = 0,-110
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 1412];画面揺れ
type = EnvShake
trigger1 = time = 0
time = 20
ampl = -15
freq = 95
phase = 95

[State 2];攻撃の指定
type = Projectile
trigger1 = time = 0
attr = S, SP
animtype  = hard
damage    = 58-root,var(13)*20,10
getpower = 61,61
guardflag = M
projanim = 22150
projhitanim = -1
projid = 22150
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22161
sparkxy = -7, -70
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
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
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ディメンション・ホール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1950]
type = A
ctrl = 0
anim = 3000
velset = 0,0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[State 1]
type = varrandom
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
range = 0,3
v = 5
[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper = 0 && Enemy,NumProj = 0
v = 5
value = 5

[State 1950]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,33

[State 1950]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,0

[State 1950]
type = Explod
trigger1 = animelem = 5
anim = 3052
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120
[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[State 700]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state 1950]
type = changestate
trigger1 = animtime = 0
value = 1955

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

[Statedef 1955]
type = S
ctrl = 0
anim = 3001
velset = 0,0

[State 1955]
type = PlaySnd
trigger1 = animtime = 0 
value = 40,0

[State 1400]
type = turn 
trigger1 = p2dist x< 0 
value = 1

[state a];移動制御
type = posset
trigger1 = time = 0
y = 0
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20
[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1

[State 1];拡散する光の粒
type = Explod
trigger1 = time > 0
trigger1 = time <= 9
anim = 22131
sprpriority = 0
postype = p1
pos = -5,-70
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1

[State 1955]
type = Explod
trigger1 = time = 0
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 700]
type = AfterImage
trigger1 = time = 0
time = 20
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State z]
type = ChangeState
trigger1 = StateType = A
trigger1 = AnimTime = 0
value = 51
ctrl = 1

[state z]
type = changestate
trigger1 = StateType = S
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ヘル・パニシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 10020
poweradd = 0
sprpriority = 2
juggle = 2

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 210,random%3

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,46

[State 1100]
type = Explod
trigger1 = animelem = 3
anim = 26500
ontop = 1
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 1100]
type = Projectile
trigger1 = GameTime%3 = 1
trigger1 = time > 16
trigger1 = time <= 32
projanim = 22185
projid = 22185
projremove = 0
projremovetime = 2
projpriority = 5
attr = S, SP
damage   = 20,2
animtype = Hard
hitflag = MAFPD
guardflag = M
sparkno = -1
guard.sparkno = s22184
hitsound = s10000,50
guardsound = s120,0
pausetime = 0,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 17
ground.velocity = 0,-11
air.velocity = 0,-11
air.fall = 1
fall.recover = 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; フォトンスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 3007
ctrl = 0

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 1050,0
volume= 255

[State 1000, 6]
type = PlaySnd
trigger1 = time = 7
trigger2 = time = 9
trigger3 = time = 11
trigger4 = time = 13
trigger5 = time = 15
trigger6 = time = 17
value = s10000,31
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 7
value = 10000,13
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 7
value = 10000,14
volume = -255

[state 11101]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos =110,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 70,-40
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 11101]
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 30,-130
postype = P1
stateno = 11100
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state 11101]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;==========================================================================================
;==========================================================================================
;玉
;==========================================================================================
;==========================================================================================

[Statedef 11100]
type = S
movetype = A
physics = N
anim = 11101
velset = 0,0
ctrl = 0
sprpriority = 2

[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 = 11100
ignorehitpause = 1

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1110]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[State 1]
type = VelSet
trigger1 = p2bodydist X >= 0
x = time%40 * 0.2

[State 1]
type = VelSet
trigger1 = p2bodydist X < 0
x = -time%40 * 0.2

[State 1]
type = VelSet
trigger1 = p2bodydist Y <= 0
y = Sin((-gameTime*3)*Pi/180) - 1

[State 1]
type = VelSet
trigger1 = p2bodydist Y > 0
y = -Sin((gameTime*3)*Pi/180) + 1

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
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

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[state a]
type = changestate
trigger1 = MoveContAct = 1
value = 11125

[state a]
type = changestate
trigger1 = time >= 80
trigger2 = projcontact=1
value = 11125

;==========================================================================================
;衝突
;==========================================================================================

[Statedef 11125]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 11125]
type = playsnd
trigger1 = AnimElem = 3
value = 10000,48

[state 11125]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 6
value = 10000, 40

[state 11125]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 6
value = 10000, 27
volume = -255

[state 11125]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10000,47
volume = 255

[state 11125]
type = nothitby
trigger1 = 1
value = SCA

[State 11125]
type = Explod
trigger1 = time >= 0
trigger1 = time <= 10
trigger1 = gametime%2 = 0
anim = 22131
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22161
id = 22161
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22161
id = 22161
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22161
id = 22161
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22161
id = 22161
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22161
id = 22161
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22161
id = 22161
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22161
id = 22161
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22159
id = 22159
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22159
id = 22159
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22159
id = 22159
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22159
id = 22159
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
trigger1 = gametime%2 = 0
anim = 22159
id = 22159
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
random = 160,160
bindtime = -1
under = 0
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 22159
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 11125]
type = Projectile
trigger1 = time = 5
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.025 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-((1*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15

[state 11125]
type = destroyself
trigger1 = animtime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ミラー・ウォール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11600]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 1]
type = PlaySnd
trigger1 = animelem = 3
value = 10000, 16

[State 11600]
type = Projectile
trigger1 = animelem = 3
attr = A, NA
projanim = 22152
projid = 11010
projremove = 0
projremovetime = 7
postype = p2
offset = 0,-50
velocity = 0
animtype  = hard
damage    = 90,9
guardflag = M
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
sparkno = s1215
sparkxy = -60,60
hitsound   = s1150,0
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
fall = 1
air.fall = 1
fall.recover = 1
p2stateno = 11760

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

[Statedef 11760]
type    = A
movetype= H
physics = N
velset = 0,20

[State 1100]
type = NotHitBy
trigger1 = 1
value = A,SP

[State 1100]
type = SelfState
trigger1 = time > 0
value = 5050

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 光弾
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

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

[State 1]
type = helper
trigger1 = Animelem = 5||Animelem=6
id = 11500
persistent = 1
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

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

[Statedef 11502]
type = S
movetype = A
physics = N
anim = 22139
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 10000, 27
volume = -50

[State 1]
type = Explod
trigger1 = animelem = 4
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 1
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 3
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1]
type = Explod
trigger1 = animelem = 2
anim = 22139
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[state 1]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1-((ishelper(11501))*2)

[state 1]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1+((ishelper(11501))*2)

[state 1]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2-((ishelper(11501))*0.6)

[state 1]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2+((ishelper(11501))*0.6)

[State 1]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 11125

[State 11502]
type = DestroySelf
trigger1 = time >= 250+((ishelper(11501))*50)

;=================================================================================
;=================================================================================
グラウディースフィア
;=================================================================================
;=================================================================================

[Statedef 1800]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 3007
ctrl     = 0
sprpriority = 3

[State 1000, 6]
type = PlaySnd
trigger1 = time = 5
value = s10000,16
volume = 255

[State 1000, 6]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s10000,31
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,13
volume = -255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 15
value = 10000,14
volume = -255

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 5
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10165
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 10
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 90,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22161
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22161
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 140,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10165
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, 10
accel = 0,-0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10165
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projheightbound = -10000,10000
getpower = 100
ownpal = 0
offset = 190,-100
velocity = 2, -10
accel = 0,0.5
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-40
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10165
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-70
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10165
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
trigger1 = time = 25
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 30,-100
velocity = 14, 0
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10165
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,-200
velocity = 14, 7
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22161
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 15
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 90,0
velocity = 14, -7
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = -1
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,-200
velocity = 14, 14
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s10000,28
guardsound = s120,0
pausetime = 0,10
sparkno = s22138
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 3000]
type = Projectile
triggerall = palno =[7,12]
trigger1 = time = 20
projanim = 26100
projid = 26100
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.2,0.2
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 0
offset = 140,0
velocity = 14, -14
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s801,1
guardsound = s120,0
pausetime = 0,10
sparkno = s10165
guard.sparkno = s22184
sparkxy = 20,0
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
3wayオロチ
;=================================================================================
;=================================================================================

[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 22105
poweradd = 40
sprpriority = 2
juggle = 2

[State 10000]
type = PlaySnd
trigger1 = AnimElem = 7
value = 10000,18

[State 10000]
type = Helper
trigger1 = AnimElem = 7
stateno = 1201
helpertype = player
pos = 0,0

[State 10000]
type = Helper
triggerall = palno=[7,12]
trigger1 = AnimElem = 7
stateno = 1202
helpertype = player
pos = 0,-52

[State 10000]
type = Helper
triggerall = palno=[7,12]
trigger1 = AnimElem = 7
stateno = 1203
helpertype = player
pos = 0,-52

[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 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
ヘルパー

[Statedef 1201]
anim = 22104
sprpriority = 99999
velset = 6,0

[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 = 1201
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 130
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40070) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = FrontEdgeDist <= -100

[State 1100, 5]
type = Projectile
triggerall = palno != [7,12]
trigger1 = GameTime%10 = 1
trigger1 = var(0) = 0
projanim = 22181
projid = 22181
projremove = 0
projremovetime = 2
velocity = 6
offset = 0,-70
attr = A, SP
damage = 50,5
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 3
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

[State 1100, 5]
type = Projectile
triggerall = palno = [7,12]
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22181
projid = 22181
projremove = 0
projremovetime = 2
velocity = 6
offset = 0,-70
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 3
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

;=================================================================================
ヘルパー

[Statedef 1202]
anim = 22104
sprpriority = 99999
velset = 6,-6

[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 = 1202
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 130
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, ステート変更]
type = AngleDraw
trigger1 = 1
value = 45

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40080) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = FrontEdgeDist <= -100

[State 1100, 5]
type = Projectile
triggerall = palno = [7,12]
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22182
projid = 22182
projremove = 0
projremovetime = 2
velocity = 6,-6
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 3
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

;=================================================================================
ヘルパー

[Statedef 1203]
anim = 22104
sprpriority = 99999
velset = 0,-6

[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 = 1203
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 128

[State 700]
type = AfterImage
trigger1 = time = 0
time = 130
PalBright   =   0,  0,  0
PalContrast = 100,100,100
PalAdd      =  0, 0, 0
PalMul      = 1,1,1
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, ステート変更]
type = AngleDraw
trigger1 = 1
value = 80

[State 1000, ステート変更]
type = VarSet
trigger1 = root,projcontacttime(40090) = 1
var(0) = 1

[State 1000, ステート変更]
type = DestroySelf
trigger1 = abs(Pos Y) > 300

[State 1100, 5]
type = Projectile
triggerall = palno = [7,12]
trigger1 = GameTime%2 = 1
trigger1 = var(0) = 0
projanim = 22183
projid = 22183
projremove = 0
projremovetime = 2
velocity = 0,-6
attr = A, SP
damage = 131,33
animtype = Heavy
getpower = 50
givepower = 0
guardflag = M
hitflag = MA
pausetime = 0,23
sparkno = -1
guard.sparkno = -1
sprpriority = 3
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 28
ground.hittime = 28 
ground.velocity = -10
air.velocity = -4,-6.6
air.fall = 1
fall.recover = 0
yaccel = 0.4

;=================================================================================
;=================================================================================
エクスプロージョンスフィアΩ
;=================================================================================
;=================================================================================

[Statedef 1700]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 3

[State 1700]
type = Explod
trigger1 = animelem = 1
anim = 1305
sprpriority = -5
postype = p1
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 5
ownpal=1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,17
volume = 255

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,13

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 7
value =10000,16

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value =10000,18

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,14

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,33

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000]
type = Helper
trigger1 = AnimElem = 1
stateno = 1720
id = 1720
helpertype = player
pos = 32,-85
size.xscale = 0.5
size.yscale = 0.5

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1720]
anim = 28000
sprpriority = 100

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

[state hogo1]
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 = 1720
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1009]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[State 1000]
type = VelSet
trigger1 = 1
x = (P2Dist X)/10
y = (P2Dist Y+(enemynear(0),const(size.mid.pos.y)))/10

[State 1000]
type = VarRandom
trigger1 = 1
v = 48
range = 0,360

[State 2000]
type = Explod
trigger1 = time < 140
anim = 22131
pos = Ceil(100*cos(pi*var(48)/180)),Ceil(100*sin(pi*var(48)/180))
vel = -10*cos(pi*var(48)/180)+vel X,-10*sin(pi*var(48)/180)+vel Y
removetime = 10
ownpal = 1

[State 1000]
type = Explod
trigger1 = time < 150
trigger1 = GameTime%5 = 0
anim = 10910
scale = 0.5,0.5
ontop = 1

[State 1000]
type = Explod
trigger1 = time < 150
anim = 26000
scale = 0.5,0.5
ontop = 1

[State 1000]
type = DestroySelf
trigger1 = time > 150

[State 1000]
type = Projectile
triggerall = palno != [7,12]
trigger1 = time < 150
projanim = 22179
projid = 22183
projremove = 1
projremovetime = 1
projmisstime = 10
projhits = 1
getpower = 5
ownpal = 0
attr = S, SP
animtype = Hard
damage = 5,1
hitflag = MAFPD
guardflag = M
hitsound = s10000,2
guardsound = s10000,2
pausetime = 10,10
sparkno = s22161
guard.sparkno = s22184
ground.type = High
ground.hittime = 21
ground.slidetime = 21
air.juggle = 8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 1234
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

[State 1000]
type = Projectile
triggerall = palno = [7,12]
trigger1 = time < 150
projanim = 22179
projid = 22183
projremove = 1
projremovetime = 1
projmisstime = 10
projhits = 1
getpower = 100
ownpal = 0
attr = S, SP
animtype = Hard
damage = 20 ,1
hitflag = MAFPD
guardflag = M
hitsound = s10000,2
guardsound = s10000,2
pausetime = 10,10
sparkno = s22161
guard.sparkno = s22184
ground.type = High
ground.hittime = 21
ground.slidetime = 21
air.juggle = 8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 1234
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

[Statedef 1234]
type    = A
movetype= H
physics = N
anim = 5050
velset = -4,-0.5

[State 1000]
type = NotHitBy
trigger1 = 1
value = S,SP

[State 1000]
type = SelfState
trigger1 = time > 10
value = 5050

;=================================================================================
;=================================================================================
レールフォース
;=================================================================================
;=================================================================================

[Statedef 1080]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = time = 10
value = 2000,0

[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 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    = 80
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 = -7,-40
hitsound   = s225,1
guard.sparkno = -1
guardsound = s121,0
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 1080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
エクスプローディングスフィア
;=================================================================================
;=================================================================================

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 50
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1250]
type = PlaySnd
trigger1 = time = 0
value = s1500, 0
volume = 255

[State 1250]
type = PlaySnd
trigger1 =animelemtime(2)=4|animelemtime(2)=6||animelemtime(2)=8
value = s10000,14
volume = -255

[State 1250]
type = PlaySnd
trigger1 =animelemtime(2)=4|animelemtime(2)=6||animelemtime(2)=8
value = 10000,45
volume = 255

[State 700]
type = AfterImage
trigger1 = time = 0
time = 40
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 3000]
type = Projectile
trigger1 = time = 1
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 4
projshadow = 0,0,0
projremovetime = 24
numhits = 2
getpower = 20
ownpal = 0
offset = 45,-75
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAF
guardflag = M
sparkno = s22161
hitsound   = s10000,45
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = time = 2
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 24
numhits = 2
getpower = 20
ownpal = 0
offset = 80,-45
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAF
guardflag = M
sparkno = s22161
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = time = 2
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 24
numhits = 2
getpower = 20
ownpal = 0
offset = 115,-85
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAF
guardflag = M
sparkno = s22161
hitsound   = s10000,45
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = time = 3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 24
numhits = 2
getpower = 20
ownpal = 0
offset = 145,-35
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAF
guardflag = M
sparkno = s22161
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = High
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = time = 3
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 2
getpower = 20
ownpal = 0
offset = 185,-75
velocity = 0, 0
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAF
guardflag = M
sparkno = s22161
hitsound   = s10000,45
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = High
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = time = 4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 2
getpower = 20
ownpal = 0
offset = 210,-40
velocity = 0, 0
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAF
guardflag = M
sparkno = s22161
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = High
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = time = 4
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 2
getpower = 20
ownpal = 0
offset = 245,-70
velocity = 0, 0
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAF
guardflag = M
sparkno = s22161
hitsound   = s10000,45
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = High
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3000]
type = Projectile
trigger1 = time = 5
projID = 22100
projanim = 22100
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.25,0.25
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 24
numhits = 2
getpower = 20
ownpal = 0
offset = 275,-45
velocity = 0, 0
attr = S, SP
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),5
hitflag = MAF
guardflag = M
sparkno = s22161
hitsound   = -1
guard.sparkno = s22184
guardsound = s120,0
pausetime = 0,3
sparkxy = 20,0
ground.type = High
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;=================================================================================
 マグネティックスフィア
;=================================================================================
;=================================================================================

[Statedef 12300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 12300]
type = PlaySnd
trigger1 = animelem=1
value = 10000,5
volume= 255

[State 12300]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 2562,0
volume= 255

[State 12300]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,13
volume= 255

[State 12300]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 10000,44
volume= 255

[State 12300]
type = Explod
trigger1 = animelem = 4
anim = 1305
sprpriority = -5
postype = p1
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 5
ownpal=1

[State 12300]
type = helper
trigger1 = animelem = 5
id = 12310
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 12300]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12320
persistent = 0
name = "ri"
pos = 110,-80
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 12300]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12330
persistent = 0
name = "ri"
pos = 80,-110
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 12300]
type = helper
triggerall = palno = [7,12]
trigger1 = animelem=5
id = 12340
persistent = 0
name = "ri"
pos = 80,-50
postype = P1
stateno = 12310
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[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 1330]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 12310]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 12030
ownpal = 1
sprpriority = 99999

[State 12310]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 1];トムキラー対策
type = selfstate
trigger1 = !ishelper
value = 0
ctrl = 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 = 12310
ignorehitpause = 1

[State 12310]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist Y<50||p2bodydist Y>50)
y = ifelse(p2bodydist Y<50,-1.0,1.0)

[State 12310]
type = Explod
trigger1 = (gametime%5)=0
anim = 11110
id = 11110+ishelper(12320)+(ishelper(12330)*2)+(ishelper(12340)*3)
sprpriority = 99999
postype = p1
pos = 0,0
vel = 0,0
trans = sub
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 12310]
type = Explod
trigger1 = (gametime%5)=0
anim = 11110
id = 11110+ishelper(12320)+(ishelper(12330)*2)+(ishelper(12340)*3)
sprpriority = 99999
postype = p1
pos = 0,0
vel = 0,0
trans = sub
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 12310]
type = ModifyExplod
trigger1 = 1
id = 11110+ishelper(12320)+(ishelper(12330)*2)+(ishelper(12340)*3)
scale= 0.2+0.12*(gametime%9),0.2+0.12*(gametime%9)

[state 12310]
type = removeexplod
trigger1 = time>=70||moveguarded||movereversed
id = 11110+ishelper(12320)+(ishelper(12330)*2)+(ishelper(12340)*3)

[State 1110]
type = Projectile
triggerall = palno != [7,12]
trigger1 = ishelper
trigger1 = (gametime%5) = 1
attr = S, NA
damage    = 1,1
guardflag = M
hitflag = MAF
projanim = 22179
projhitanim = -1
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
pausetime = 0,0
hitsound   = s10000,43
sparkno = s22161
guard.sparkno = s22184
guardsound = s120,0
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
p2stateno=9000

[State 1110]
type = Projectile
triggerall = palno = [7,12]
trigger1 = ishelper
trigger1 = (gametime%7) = 1
attr = S, NA
damage    = Ceil(0.1 * enemy,Const(data.life)),5
guardflag = M
hitflag = MAF
projanim = 22179
projhitanim = -1
projpriority = 99999999999999999999999
projsprpriority = 999999999999999999999999
projremove = 0
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
pausetime = 0,0
hitsound   = s10000,43
sparkno = s22161
guard.sparkno = s22184
guardsound = s120,0
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
p2stateno=9000

[state 12310]
type = destroyself
trigger1 = Time>=75||moveguarded||movereversed

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

[Statedef 12320]
type    = A
physics = N
ctrl = 0
anim = 11110
sprpriority = 99999

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

[State hogo2]
type = destroyself
triggerall =ishelper&&0
trigger1 = root,var(40)!=gametime
ignorehitpause = 1

[State 12320]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 12320]
type = bindtoparent
trigger1 = 1
pos = 0,0

[state 12320]
type = nothitby
trigger1 = 1
value = SCA

[State 12320]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 12310]
type = angledraw
trigger1= 1
scale= 0.2+0.12*time,0.2+0.12*time

[State 12310]
type = trans
trigger1 = 1
trans = sub

[state 12310]
type = destroyself
trigger1 = Time>=10||!numhelper(12310)

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 12360]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 12360]
type = PlaySnd
triggerall = alive
trigger1 = (GameTime%50) = 1
value = 11,0
freqmul = 0.7+((random%4)*0.2)
voulme = 255

[State 12360]
type = PlaySnd
triggerall = alive
trigger1 = (GameTime%50) = 1
value = 11,0
freqmul = 1.5+((random%4)*0.2)
voulme = 255

[State 12360]
type = NotHitBy 
trigger1 = time<=10
value = SCA

[state 12360]
type = destroyself
trigger1 = ishelper

[State 12360]
type = lifeset
trigger1 = time=0
ignorehitpause = 1
value = life-lifemax*0.01

[State 12360]
type = lifeset
trigger1 = (gametime%2)=0
ignorehitpause = 1
value = life-lifemax*0.001

[State 12360]
type = powerset
trigger1 = (gametime%2)=0
ignorehitpause = 1
value = power-powermax*0.005

[State 12360]
type = angledraw
trigger1= 1
scale= 0.9+0.1*(gametime%4),0.9+0.1*(gametime%4)

[State 12360]
type = PlayerPush
trigger1 = 1
value = -1

[State 12360]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 12360] 
type = changestate
trigger1 = time>=350||roundstate>=3||!alive
value = 12370

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 12370]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 12370]
type = destroyself
trigger1 = ishelper

[State 12370]
type = PlayerPush
trigger1 = 1
value = -1

[State 12370]
type = NotHitBy
trigger1 = 1
value = SCA

[State 12370]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 12370]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 12370]
type = velset
trigger1 = time = 0
y = -2.8

[State 12370]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 12370]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 190000]
type    = S
movetype= I
physics = S
anim = 1

[state 190000]
type = posset
trigger1 = 1
y = 0

[State 190000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190000]
type = ChangeState
trigger1 = Time >= 1
value = 190010

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

[Statedef 190001]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 190001]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190001]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 190001]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 190001]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 190002
ctrl = 0

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

[Statedef 190002]
type    = S
movetype= I
physics = S

[State 190002]
type = ChangeAnim
trigger1 = time = 0
value = 11

[State 190002]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 190002]
type = posset
trigger1 = 1
y = 0

[state 190002]
type = changestate
trigger1 = time>=5
value = 190003

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

[Statedef 190003]
type    = S
movetype= I
physics = S

[State 190003]
type = ChangeAnim
trigger1 = time = 0
value = 12

[State 190003]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = posset
trigger1 = 1
y = 0

[State 190003]
type = ChangeState
trigger1 = animtime=0
value = 190010

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

[Statedef 190010]
type    = S
movetype= I
physics = S

[state 190010]
type = posset
trigger1 = 1
y = 0

[State 190010] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 190010]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 190010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190010]
type = ChangeState
trigger1 = ifelse(ishelper,(enemy,stateno=[170,190])||time>=600,time>=10)
value = ifelse(ishelper,180-((!win)*10),0)
ctrl = (!ishelper)
