
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;バースト
;---------------------------------------------------------------------------
[Statedef 40100]
type 		= U
movetype 	= A
physics 	= N
Anim 		= 40100
;FaceP2 		= 1
ctrl 		= 0

[State 無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = SCA;,AT
time = 1
IgnoreHitPause = 1
Persistent = 1
[State 無敵　打・飛]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value2 = ,AA,AP
time = 1
IgnoreHitPause = 1
Persistent = 1

[State 状態]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType 	= A
MoveType 	= I
Physics 	= A

[State ポス]
type = PosSet
Trigger1 = Time = 0
Trigger1 = Pos Y > 0
y = 0

[State ポス]
type = PosAdd
Trigger1 = Time = 0
y = -10

[State 速度]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0
[State 速度]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -1.0

[State バーストエフェクト]
Type = Helper
trigger1 = AnimElemTime(1) = 1
StateNo 		= 40150
ID 				= 40150
name 			= "burst"
PosType 		= P1
Ownpal 			= 1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State voice引かぬ]
type = PlaySnd
trigger1 = AnimElemTime(1) = 5
value = s111,15
channel = 0

[State アルカナフォース展開判定　終了]
type = VarSet
;trigger1 = AnimElemTime(2) = 0
trigger1 = time = 0
var(46) = 5

[State 攻撃バースト];吹き飛ばし
type = HitDef
trigger1 = AnimElem = 2
attr 				= S, SP
animtype 			= Up
;animtype 			= DiagUp
hitflag 			= MAF
guardflag 			= M
priority 			= 7,Hit
damage 				= 0
getpower 			= 0,0
givepower 			= 0,0
hitsound 			= s5,5
guardsound 			= s6,2
sparkno 			= ifelse(var(51) = 0,1,-1)
sparkxy 			= floor(p2dist x/2) ,floor(p2dist y/2-60)
ground.type 		= High

pausetime 			= 13,13+var(36)
ground.slidetime	= 16	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 20	;(省略時20)
guard.pausetime		= 13,13
guard.slidetime 	= 16	;(省略時guard.hittime)
guard.hittime 		= 20	;(省略時ground.hittime)
guard.ctrltime 		= 20	;(省略時ground.slidetime)

ground.velocity 	= -10*ifelse(P2Dist X >= 0 ,1,-1),-6
air.velocity 		= -10*ifelse(P2Dist X >= 0 ,1,-1),-6
guard.velocity 		= -10*ifelse(P2Dist X >= 0 ,1,-1)

yaccel 				= 0.3
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*30+13)

guard.kill 			= 0
p1facing 			= 1
p2facing 			= ifelse(P2Dist X >= 0 ,1,-1)
ID 					= 40100

numhits 			= 0

PalFX.Time 			= ifelse(var(36),var(36)+7,0)
PalFX.Mul 			= 150, 150, 150

;[State 相手復帰可能時間カウントダウン用]
;type = VarSet
;trigger1 = MoveHit
;trigger1 = EnemyNear,stateno = 293
;var(25) = ifelse(var(25)=0,50,var(25)+20)
;IgnoreHitPause = 1
;persistent = 0

;[State 相手ロック]
;type = TargetState
;triggerall = MoveHit
;triggerall = P2MoveType = H
;triggerall = NumTarget(40100)
;triggerall = !Target(40100),IsHelper
;trigger1 = target,StateNo = 5000
;trigger2 = target,StateNo = 5010
;trigger3 = target,StateNo = 5020
;value = 293
;ID = 40100
;IgnoreHitPause = 1
;persistent = 0

;[State 相手空中受身エフェクト用]
;Type = Helper
;trigger1 = var(25)
;trigger1 = NumHelper(20918) = 0
;StateNo 		= 20918
;ID 				= 20918
;name 			= "A recover"
;PosType 		= P2
;OwnPal 			= 1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;persistent = 0

;ヒットスパーク--------------------
[State 打スパーク]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = MoveHit
trigger1 = numtarget
;trigger1 = target,time=0 && (target,stateno = 293)
trigger1 = target,time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(var(51)=1,20100,ifelse(var(51)=2,20400,20400))
ID 				= 40100
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2) ,floor(p2dist y/2-60)
facing 			= ifelse(P2Dist X >= 0 ,1,-1)
;Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 5,-60
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State ターン]
type = Turn
trigger1 = AnimElemTime(5) = 0
trigger1 = P2Dist X < 0
persistent = 0

[State コントロール]
type = CtrlSet
trigger1 = AnimElemTime(5) = 0
value = 1

[State 着地へ]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 負け時、落下へ];Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
;アレンジアルカナフォース　クイック発動
;---------------------------------------------------------------------------
[Statedef 40200]
type 		= U
movetype 	= I
physics 	= U
Anim 		= 40300
FaceP2 		= 1
ctrl 		= 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = StateType = A
physics = A
[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = StateType = C
physics = C
[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = StateType != A
trigger1 = StateType != C
physics = S

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(StateType = A,40202,ifelse(StateType = C,40201,40200))


[State 樹カナ　回復エフェクト用ヘルパー]
Type = Helper
trigger1 = time = 0
trigger1 = var(58) = 4
Trigger1 = NumHelper(44040) = 0
StateNo 		= 44040
ID 				= 44040
name 			= "ki"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State アルカナフォース発動エフェクト]
Type = Helper
trigger1 = time = 0
StateNo 		= 40400
ID 				= 40400
name 			= "Force effect"
PosType 		= P1
Ownpal 			= 1
PauseMoveTime 	= 99999999999999
SuperMoveTime 	= 99999999999999
IgnoreHitPause = 1
Persistent = 0
[State アレンジアルカナフォース背景　背景PalFx test]
Type = Helper
trigger1 = time = 0
StateNo 		= 40410
ID 				= 40410
name 			= "Force effect"
PosType 		= P1
Ownpal 			= 1
PauseMoveTime 	= 99999999999999
SuperMoveTime 	= 99999999999999
IgnoreHitPause = 1
Persistent = 0

[State アルカナフォース発動　地面マークエフェクト]
Type = Helper
trigger1 = AnimElemTime(1) = 1
StateNo 		= 40500+var(58)*10
ID 				= 40500+var(58)*10
name 			= "Force mark effect"
PosType 		= P1
Ownpal 			= 1
PauseMoveTime 	= 99999999999999
SuperMoveTime 	= 99999999999999
IgnoreHitPause = 1
Persistent = 0

[State アルカナフォース展開判定　アレンジ展開]
type = VarSet
trigger1 = Time = 0
var(46) = 6
[State アルカナフォース効果時間]
type = VarSet
trigger1 = Time = 0
var(47) = 300
[State 空中ダッシュ回数リセット]
type = VarSet
trigger1 = Time = 0
var(12) = 0
[State 空中ジャンプ回数リセット]
type = VarSet
trigger1 = time = 0
var(13) = 0
[State ホーミング使用不可能時間]
type = VarSet
trigger1 = time = 0
var(30) = 0
IgnoreHitPause = 1
Persistent = 0
[State ホーミングゲージ]
type = VarSet
trigger1 = time = 0
fvar(25) = 3000
IgnoreHitPause = 1
Persistent = 0

[State voice]
type = PlaySnd
trigger1 = time = 0
value = s112,10;いざ
;value = s113,0;参る
channel = 0
Persistent = 0

[State コントロール]
type = CtrlSet
trigger1 = time = 1
value = 1

[State 0へ]
type = ChangeState
trigger1 = Anim = 40200
trigger1 = AnimTime = 0
value = 0
[State 11へ]
type = ChangeState
trigger1 = Anim = 40201
trigger1 = AnimTime = 0
value = 11

;エフェクト消去----------------------
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227
[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237
[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;アレンジアルカナフォース　通常発動
;---------------------------------------------------------------------------
[Statedef 40300]
type 		= U
movetype 	= I
physics 	= U
Anim 		= 40300
FaceP2 		= 1
ctrl 		= 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = StateType = C
physics = C
[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = StateType != C
physics = S

[State ポス]
type = PosSet
trigger1 = time = 0
y = 0

[State 無敵]
type = NotHitBy
trigger1 = Time = 0
trigger1 = Power >= PowerMax
time = 16
value = SCA

[State 樹カナ　回復エフェクト用ヘルパー]
Type = Helper
trigger1 = time = 0
trigger1 = var(58) = 4
Trigger1 = NumHelper(44040) = 0
StateNo 		= 44040
ID 				= 44040
name 			= "ki"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State アルカナフォース展開判定　アレンジ展開]
type = VarSet
trigger1 = Time = 0
var(46) = 6
[State アルカナフォース効果時間]
type = VarSet
trigger1 = Time = 0
var(47) = ifelse(Power>=PowerMax,900,600)
[State ホーミング使用不可能時間]
type = VarSet
trigger1 = time = 0
var(30) = 0
IgnoreHitPause = 1
Persistent = 0
[State ホーミングゲージ]
type = VarSet
trigger1 = time = 0
fvar(25) = 3000
IgnoreHitPause = 1
Persistent = 0

[State voice]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s112,10;いざ
;value = s113,0;参る
channel = 0
Persistent = 0

;[State voice]
;type = PlaySnd
;trigger1 = AnimElemTime(3) = 0
;value 	= s116,0
;freqmul = 1.05
;vlolume = 100
;channel = 2
;Persistent = 0

[State アルカナフォース発動エフェクト]
Type = Helper
trigger1 = AnimElemTime(1) = 1
StateNo 		= 40400
ID 				= 40400
name 			= "Force effect"
PosType 		= P1
Ownpal 			= 1
PauseMoveTime 	= 99999999999999
SuperMoveTime 	= 99999999999999
IgnoreHitPause = 1
Persistent = 0
[State アレンジアルカナフォース背景　背景PalFx test]
Type = Helper
trigger1 = time = 0
StateNo 		= 40410
ID 				= 40410
name 			= "Force effect"
PosType 		= P1
Ownpal 			= 1
PauseMoveTime 	= 99999999999999
SuperMoveTime 	= 99999999999999
IgnoreHitPause = 1
Persistent = 0

[State アルカナフォース発動　地面マークエフェクト]
Type = Helper
trigger1 = AnimElemTime(1) = 1
StateNo 		= 40500+var(58)*10
ID 				= 40500+var(58)*10
name 			= "Force mark effect"
PosType 		= P1
Ownpal 			= 1
PauseMoveTime 	= 99999999999999
SuperMoveTime 	= 99999999999999
IgnoreHitPause = 1
Persistent = 0

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;41000
;愛パルティニアス

;---------------------------------------------------------------------------
;helper フェンガリ　飛び道具相殺用ヘルパー
;---------------------------------------------------------------------------
;ID 41011 吹き飛ばし
;ID 41012 打ち上げ

;反射はしません。今のところ飛び道具を相殺するだけ

[Statedef 41010]
type 		= S
movetype 	= H
physics 	= N
ctrl 		= 0

[State 透明]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2= invisible

[State アニメ]
Type = ChangeAnim
trigger1 = time = 0
value = ifelse(IsHelper(41011),290,300)

[State ポス]
Type = BindToParent
trigger1 = IsHelper(41011) && root,StateNo = 290
trigger2 = IsHelper(41012) && root,StateNo = 300
time = 1
Pos = 0,0

[State 無敵　打/投]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = 1

[State 飛び道具に当たる]
type = HitBy
trigger1 = 1
value = SCA, AP
time = 1

[State 戻る]
type = HitOverRide
trigger1 = 1
attr = SCA, AP
stateno = 41010
slot = 1
time = 1
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = IsHelper(41011) && root,StateNo != 290
trigger2 = IsHelper(41012) && root,StateNo != 300

;---------------------------------------------------------------------------
;トラペズィオ(愛属性技)
;---------------------------------------------------------------------------
[Statedef 41020]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 1

;;トラペズィオ用
;[State レバー＆ボタン入力解除用]
;type = VarSet
;trigger1 = time = 0
;var(29) = 3

[State アニメ]
type = ChangeAnim
Trigger1 = Time = 0
value = 41
elem = 2

[State seボヨ−ン]
type = PlaySnd
trigger1 = time = 0
value = s50,0

[State 速度]
type = VelSet
trigger1 = time = 0
y = -2
IgnoreHitPause = 1
persistent = 0

[State エフェクト用ヘルパー]
Type = Helper
Trigger1 = time = 0
StateNo 		= 41021
ID 				= 41021
name 			= "effect"
PosType 		= P1
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 速度]
type = VelSet
trigger1 = Animelem = 3
y = 0
IgnoreHitPause = 1
persistent = 0

[State 速度]
type = VelSet
trigger1 = Animelem = 8
y = 0.8
IgnoreHitPause = 1
persistent = 1

[State X移動]
type = VelSet
trigger1 = command = "holdfwd"
x = 1.3
[State X移動]
type = VelSet
trigger1 = command = "holdback"
x = -1.3

[State X速度慣性]
type = Velmul
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0.99

[State ターン]
type = Turn
trigger1 = P2Dist X < 0

[State 落下へ]
type = ChangeState
triggerall = var(53) = 0
trigger1 = command != "holdup"
value = 51
ctrl = 1

[State 着地へ]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

;---------------------------------------------------------------------------
;helper トラペズィオ　エフェクト用ヘルパー
;---------------------------------------------------------------------------
;var(0)	トランス用S　イクスプロッド用
;var(1)	トランス用S　イクスプロッド用
;var(2)	トランス用S　イクスプロッド用
;var(4)	フェードアウトスイッチ
;var(19) スプライトプライオリティ　イクスプロッド用
;fvar(5) X速度　イクスプロッド用
;fvar(6) Y速度　イクスプロッド用
;fvar(11) サイズXY　イクスプロッド用

[Statedef 41021]
type 		= A
movetype 	= I
physics 	= N
Anim 		= 12000
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポス]
type = BindToRoot
trigger1 = root,StateNo = 41020
time = 1
facing = 1
pos = 0, 0

;イクスプロッド-----------

;足元エフェクト-----
[State 四菱回転]
type = Explod
trigger1 = time = 0
Anim 			= 41021
PosType 		= P1
Pos 			= 5,5
Scale 			= 0.5,0.1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
Persistent = 0
ID = 41021

[State リング]
type = Explod
trigger1 = time = 0
Anim 			= 41022
PosType 		= P1
Pos 			= 5,5
Scale 			= 0.5,0.1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -2
Persistent = 0
ID = 41021

[State サブ　ぼやけ]
type = Explod
trigger1 = time = 0
Anim 			= 41023
PosType 		= P1
Pos 			= 5,5
;scale 			= 0.65,0.13
Scale 			= 0.75,0.2
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
Persistent = 0
ID = 41022

[State サブ　点滅]
type = Explod
trigger1 = time = 0
Anim 			= 41024
PosType 		= P1
Pos 			= 5,5
Scale 			= 0.65,0.13
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
Persistent = 0
ID = 41023

[State Sフェードイン　四菱回転/リング]
type  = VarAdd
trigger1 = var(4) = 0
trigger1 = var(0) < 256
var(0) = 16
[State Sフェードイン　ぼやけ]
type  = VarAdd
trigger1 = var(4) = 0
trigger1 = var(1) < 128
var(1) = 8
[State Sトランス　点滅]
type  = VarSet
trigger1 = var(4) = 0
;var(2) = floor(128+sin(time*0.09)*64)		;64〜192ぐらい
var(2) = floor(64+sin(time*0.09)*64)		;0〜128ぐらい
;var(2) = floor(100+sin(time*0.09)*100)		;0〜200ぐらい
;var(2) = floor(128+sin(time*0.09)*128)		;0〜256ぐらい

[State フェードアウトスイッチ]
Type = VarSet
trigger1 = root,StateNo != 41020
var(4) = 1
Persistent = 0

[State Sフェードアウト　四菱回転/リング]
type  = VarAdd
trigger1 = var(4) = 1
var(0) = -16
[State Sフェードアウト　ぼやけ]
type  = VarAdd
trigger1 = var(4) = 1
var(1) = -8
[State Sフェードアウト　点滅]
type  = VarAdd
trigger1 = var(4) = 1
var(2) = -8

[State トランス　四菱回転/リング]
type = ModifyExplod
trigger1 = NumExplod(41021)
ID = 41021
trans = addalpha
alpha = var(0),256
[State トランス　ぼやけ]
type = ModifyExplod
trigger1 = NumExplod(41022)
ID = 41022
trans = addalpha
alpha = var(1),256
[State トランス　点滅]
type = ModifyExplod
trigger1 = NumExplod(41023)
ID = 41023
trans = addalpha
alpha = var(2),256


;羽エフェクト-----
[State 羽エフェクト　プライオリティ用]
type = VarRandom
trigger1 = 1
v = 19
range = 0,2
[State 羽エフェクト　サイズ]
type = VarSet
trigger1 = 1
fvar(11) = 0.1+random%25 *0.01
[State 羽エフェクト　速度X]
type = VarSet
trigger1 = 1
fvar(5) = (-150+random%300) *0.01
[State 羽エフェクト　速度Y]
type = VarSet
trigger1 = 1
fvar(6) = 2+random%20 *0.1

[State 羽エフェクト]
type = Explod
trigger1 = time > 25
trigger1 = time%2 = 0
Anim 			= 41025+random%24
PosType 		= P1
Pos 			= 0,-50
Random 			= 20,80
Vel 			= fvar(5),-fvar(6)
Accel 			= ifelse(fvar(5)=0,0,ifelse(fvar(5)>0,0.01,-0.01)),0.12
Scale 			= fvar(11),fvar(11)
SprPriority 	= var(19)
;イクスプロッド-----------

[State 消去]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(0) <= 0
ID = 41021
[State 消去]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(1) <= 0
ID = 41022
[State 消去]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(1) <= 0
ID = 41023

[State デス]
Type = DestroySelf
trigger1 = root,StateNo != 41020
trigger1 = NumExplod(41021) = 0
trigger1 = NumExplod(41022) = 0
trigger1 = NumExplod(41023) = 0

;---------------------------------------------------------------------------
;ロズスフェラ
;---------------------------------------------------------------------------
[Statedef 41100]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,41101,41100)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(7) < 0
triggerall = statetype = A
trigger1 = time >= 1
trigger1 = time%60 = 0
x = 0.9
y = 0.9

[State きらきらエフェクト　前]
type = Explod
trigger1 = time%5 = 0
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(7) < 0
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= 15,-random%50-(15*statetype=A)
Random 			= 30,0
facing 			= ifelse(random%2=0,1,-1)
Vel 			= 0,-3
Scale 			= 0.6,0.6
SprPriority 	= 3
IgnoreHitPause = 1
[State きらきらエフェクト　後ろ]
type = Explod
trigger1 = time%5 = 0
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(7) < 0
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= -15,-random%50-(15*statetype=A)
Random 			= 30,0
facing 			= ifelse(random%2=0,1,-1)
Vel 			= 0,-3
Scale 			= 0.6,0.6
SprPriority 	= 3
IgnoreHitPause = 1

[State voice]
type = PlaySnd
Trigger1 = AnimElemTime(4) = 0
value = s115,0+random%3
channel = 0
Persistent = 0

[State 足元エフェクト]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
trigger1 = statetype = A
StateNo 		= 20900
ID 				= 41101
name 			= "ring"
PosType 		= P1
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 愛　手元マーク]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 41150
ID 				= 41150
name 			= "Efect"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State ロズスフェラ飛び道具]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 41110
ID 				= 41110
name 			= "Roz Sufera"
PosType 		= P1
Pos 			= 45,-87-(15*statetype=A)
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中ロズスフェラ　状態]
type = StateTypeSet
trigger1 = (Anim = 41101 || Anim = 41106) && AnimElemTime(8) = 0
Physics = A

[State 空中ロズスフェラ　コントロール]
type = CtrlSet
trigger1 = (Anim = 41101 || Anim = 41106) && AnimElemTime(9) = 0
value = 1

[State 空中ロズスフェラ　ポスY限界]
type = PosSet
trigger1 = (Anim = 41101 || Anim = 41106) && AnimElemTime(8) <= 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中ロズスフェラ　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 41101 || Anim = 41106)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上ロズスフェラ終了　0へ]
type = ChangeState
trigger1 = (Anim = 41100 || Anim = 41105) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper ロズスフェラ(飛び道具)
;---------------------------------------------------------------------------
;var(8)	向き
;var(37)グレイズ有効時間
;fvar(5)X速度
;fvar(6)Y速度用
;fvar(7)相手との角度

;ID 41110 ロズスフェラ

[Statedef 41110]
type 		= A
movetype 	= A
physics 	= N
Anim 		= 41110
ctrl 		= 0
SprPriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerAll = NumEnemy > 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(6) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-13-(EnemyNear,Const(Size.Ground.Front)), 13+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-13, 13-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(6) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-13-(EnemyNear,Const(Size.Ground.Front)), 13+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-13, 13-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(6) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-13-(EnemyNear,Const(Size.Ground.Front)), 13+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-13, 13-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(6) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-13-(EnemyNear,Const(Size.Ground.Front)), 13+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-13, 13-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State ポス]
Type = PosSet
triggerall = root,StateNo = 41100
trigger1 = time < 18
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)

[State seボヨーん]
type = PlaySnd
trigger1 = time = 0
value = s50,0

[State きらきらエフェクト]
type = Explod
trigger1 = time >= 20
trigger1 = time%2 = 0
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= -10,0
Random 			= 20,40
facing 			= -1
Scale 			= 0.5,0.5
Vel 			= -0.3,0
Accel 			= 0,0.025
SprPriority 	= 2
IgnoreHitPause = 1

[State 速度X増]
type = VarAdd
trigger1 = time >= 28
trigger1 = time < 60
fvar(5) = 0.03

[State 速度X増]
type = VarAdd
trigger1 = time >= 60
trigger1 = fvar(5) < 4.5
fvar(5) = 0.05

[State 速度Y用]
type = VarSet
trigger1 = time = 0
fvar(6) = EnemyNear,Const(Size.mid.Pos.Y)

[State 相手との角度]
type = VarSet
trigger1 = 1
;fvar(7) = (atan((P2Dist X)/((P2Dist Y -40)+0.0000001))*180/Pi)-(90*ifelse(P2dist Y -40 < 0,-1,1))
fvar(7) = (atan((P2Dist X)/((P2Dist Y +fvar(6))+0.0000001))*180/Pi)-(90*ifelse(P2dist Y +fvar(6) < 0,-1,1))
IgnoreHitPause = 1

[State 速度Y]
type = VelSet
trigger1 = time >= 28
x = 1+fvar(5)
y = -sin(fvar(7)*pi/180)*2

[State 加速　ゆらゆら]
type = veladd
trigger1 = time >= 28
trigger1 = fvar(7) = [-20,20]
y = sin(time*0.05)

[State 攻撃ロズスフェラ]
type = HitDef
Trigger1 = MoveType = A
trigger1 = AnimElemTime(6) >= 0;time=16
attr 				= A, SP
damage 				= Ceil(root,FVar(10)*57),Ceil(root,FVar(10)*6)
animtype 			= Hard
getpower 			= ceil(35*root,fvar(21)),ceil(35*root,fvar(21))
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 1,Hit
hitsound 			= s5,2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,8
ground.slidetime 	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 0,8
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -4
air.velocity 		= -2.2,-6.5
airguard.velocity 	= -1.1,-4.3

yaccel 				= 0.44
Air.fall 			= 1
fall.recovertime 	= Ceil(root,fvar(20)*30+8)

guard.kill 			= 0
ID 					= 41110

PalFX.Time 			= 60
PalFX.Add 			= 50,-100,40
PalFX.SinAdd 		= -50,100,-40,180

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.87
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 1
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

[State Ｙ方向　向き]
type = VarSet
trigger1 = 1
var(8) = ifelse(Vel Y >= 0,0,1)

[State 無敵　投]
type = NotHitBy
trigger1 = 1
time = 1
value = , AT

[State 打・飛び道具に当たる]
type = HitBy
trigger1 = 1
value = SCA, AA, AP
time = 1

[State 飛び道具の相殺]
type = HitOverride
trigger1 = Time >= 15
attr = SCA, AP
stateno = 41111
slot = 1
time = 1
IgnoreHitPause = 1
[State 打撃の反射]
type = HitOverride
trigger1 = Time >= 15
attr = SCA,  AA
stateno = 41113
slot = 2
time = 1
IgnoreHitPause = 1

[State 相手にヒット・本体ダメージ　消滅へ]
type = ChangeState
trigger1 = MoveContact
trigger2 = AnimElemTime(4) <= 0
trigger2 = Root,MoveType = H
trigger3 = (Root,StateNo != [150,159])
trigger3 = Root,MoveType = H
value = 41111

[State 画面外　消滅へ]
type = DestroySelf
trigger1 = FrontEdgeDist <= -50

;---------------------------------------------------------------------------
;helper ロズスフェラ(飛び道具消滅)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(0)サイズXY

[Statedef 41111]
type 		= A
movetype 	= I
physics 	= N
Anim 		= 12000
ctrl 		= 0
VelSet 		= 0,0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

;ヒットスパーク--------------------

[State ヒットエフェクト　メイン]
type = Explod
Trigger1 = time = 0
Anim 			= ifelse(var(8) = 0 ,41111,41112)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
ID = 41111

[State ヒットエフェクト　サブ]
type = Explod
Triggerall = time = 0
Trigger1 = NumTarget(41110)
trigger1 = target(41110),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
Anim 			= 41091+random%4
PosType 		= P2
Pos 			= 0,Target(41110),Const(size.mid.pos.Y)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ヒットエフェクト　サブ]
type = Explod
Triggerall = time = 0
Trigger1 = NumTarget(41510)
trigger1 = target(41510),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
Anim 			= 41091+random%4
PosType 		= P2
Pos 			= 0,Target(41510),Const(size.mid.pos.Y)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

[State デス]
type = DestroySelf
trigger1 = time >= 30	;シェイクタイム+ヒットタイムぐらい
						;time=0で消すとヒットカウントが増えない？

;---------------------------------------------------------------------------
;helper ロズスフェラ(飛び道具反射)
;---------------------------------------------------------------------------

[Statedef 41113]
type 		= A
movetype 	= I
physics 	= N
;Anim 		= 12000
Anim 		= 41113
ctrl 		= 0
SprPriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 進行方向/速度]
type = null
triggerall = Time = 0
trigger1 = 1 || fvar(21) := random%30 + 165
trigger1 = 1 || fvar(22) := cos(fvar(21)*pi/180)
trigger1 = 1 || fvar(23) := sin(fvar(21)*pi/180)
trigger1 = 1 || fvar(24) := 10
[State 速度]
type = VelSet
trigger1 = time = 0
x =  fvar(22)*fvar(24)*ifelse(P2Dist X<0,-1,1)
y = -fvar(23)*fvar(24)

;[State 玉見た目]
;type = Explod
;trigger1 = time = 0
;Anim 			= 41113
;PosType 		= P1
;Vel 			= fvar(22)*fvar(24)*ifelse(P2Dist X<0,-1,1),-fvar(23)*fvar(24)
;RemoveTime 		= 60
;Scale 			= 0.5,0.5
;SprPriority 	= 2
;IgnoreHitPause = 1
;Persistent = 0
;ID = 41113

;[State デス]
;type = DestroySelf
;trigger1 = time >= 1

[State デス]
type = DestroySelf
trigger1 = time >= 60
trigger2 = FrontEdgeDist <= -30
trigger3 = BackEdgeDist <= -30

;---------------------------------------------------------------------------
;helper ロズスフェラ　愛　手元マーク
;---------------------------------------------------------------------------

[Statedef 41150]
type 		= A
movetype 	= I
physics 	= N
Anim 		= 41150
ctrl 		= 0
sprpriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポス]
Type = PosSet
trigger1 = root,StateNo = 41100
trigger1 = root,AnimElemTime(7) < 0
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)

[State アニメ中断]
type = ChangeAnim
trigger1 = AnimElemTime(17) < 0
trigger1 = root,MoveType = H
trigger2 = AnimElemTime(17) < 0
trigger2 = root,StateNo = 41100
trigger2 = root,AnimElemTime(7) >= 0
value = anim
elem = 17
IgnoreHitPause = 1
Persistent = 0

[State デス]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ロズトクソ
;---------------------------------------------------------------------------
[Statedef 41200]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,41201,41200)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(7) < 0
triggerall = statetype = A
trigger1 = time >= 1
trigger1 = time%60 = 0
x = 0.9
y = 0.9

[State きらきらエフェクト　前]
type = Explod
trigger1 = time%5 = 0
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(9) < 0
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= 15,-random%50-(15*statetype=A)
Random 			= 30,0
facing 			= ifelse(random%2=0,1,-1)
Vel 			= 0,-3
Scale 			= 0.6,0.6
SprPriority 	= 3
IgnoreHitPause = 1
[State きらきらエフェクト　後ろ]
type = Explod
trigger1 = time%5 = 0
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(9) < 0
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= -15,-random%50-(15*statetype=A)
Random 			= 30,0
facing 			= ifelse(random%2=0,1,-1)
Vel 			= 0,-3
Scale 			= 0.6,0.6
SprPriority 	= 3
IgnoreHitPause = 1

[State voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s115,0+random%3
channel = 0
Persistent = 0

[State 足元エフェクト]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
trigger1 = statetype = A
StateNo 		= 20900
ID 				= 41201
name 			= "ring"
PosType 		= P1
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 愛　手元マーク]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 41250
ID 				= 41250
name 			= "Efect"
PosType 		= P1
;Ownpal 			= 1
size.xscale 	= 0.35
size.yscale 	= 0.5
IgnoreHitPause = 1
Persistent = 0

[State ロズトクソ飛び道具]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 41210
ID 				= 41210
name 			= "Roz Tokso"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中ロズトクソ　状態]
type = StateTypeSet
trigger1 = (Anim = 41201 || Anim = 41206) && AnimElemTime(10) = 0
Physics = A

[State 空中ロズトクソ　コントロール]
type = CtrlSet
trigger1 = (Anim = 41201 || Anim = 41206) && AnimElemTime(11) = 0
value = 1

[State 空中ロズトクソ　ポスY限界]
type = PosSet
trigger1 = (Anim = 41201 || Anim = 41206) && AnimElemTime(10) <= 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中ロズトクソ　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 41201 || Anim = 41206)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上ロズトクソ終了　0へ]
type = ChangeState
trigger1 = (Anim = 41200 || Anim = 41205) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper ロズトクソ(飛び道具)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(1)サイズX
;fvar(2)サイズY
;var(37)グレイズ有効時間

[Statedef 41210]
type 		= A
movetype 	= A
physics 	= N
Anim 		= 41210
SprPriority = 2
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerall = NumEnemy > 0
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 500+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-7, 7-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Pos 			= floor(P2Dist X-EnemyNear,Const(Size.Ground.Front)), 0
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 500+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-7, 7-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= floor(P2Dist X-EnemyNear,Const(Size.Ground.Front)), 0
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 500+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-7, 7-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 500+(EnemyNear,Const(Size.Ground.Back))]
triggerall = P2Dist Y = [-7, 7-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 17
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 18
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State ポス]
type = BindToRoot
trigger1 = root,StateNo = 41200
trigger1 = root,AnimElemTime(9) < 0
time = 1
Pos = 45,-87-(15*root,statetype=A)
;Pos = 45,-45-(15*root,statetype=A)

[State seピキューン]
type = PlaySnd
trigger1 = time = 0
value = s50,1

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 6
[State サイズX]
type = VarAdd
trigger1 = time >= 1
fvar(1) = 0.1

[State サイズY]
type = VarAdd
trigger1 = time < 11
trigger1 = fvar(2) < 1.0
fvar(2) = 0.1
[State サイズY]
type = VarAdd
trigger1 = time >= 20
trigger1 = fvar(2) > 0
fvar(2) = -0.1

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(2)

[State 攻撃ロズトクソ]
type = HitDef
Trigger1 = MoveType = A
trigger1 = AnimElem = 2
attr 				= A, SP
damage 				= Ceil(root,FVar(10)*83),Ceil(root,FVar(10)*8)
animtype 			= Hard
getpower 			= ceil(35*root,fvar(21)),ceil(35*root,fvar(21))
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High
air.type 			= Low

pausetime 			= 0,15
ground.slidetime 	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime 	= 0,15
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -4
air.velocity 		= -2.2,-6.5
airguard.velocity 	= -1.1,-4.3

yaccel 				= 0.44
Air.fall 			= 1
fall.recovertime 	= Ceil(root,fvar(20)*45+15)

guard.kill 			= 0
guard.dist 			= 500
ID 					= 41210

PalFX.Time 			= 60
PalFX.Add 			= 50,-100,40
PalFX.SinAdd 		= -50,100,-40,180

;ヒットスパーク--------------------
[State ヒットエフェクト　サブ]
type = Explod
Trigger1 = MoveHit
Trigger1 = NumTarget(41210)
trigger1 = target(41210),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
Anim 			= 41091+random%4
PosType 		= P2
Pos 			= 0,Target(41210),Const(size.mid.pos.Y)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.87
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.99;0.92
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 1
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

;トランス　デス
[State Sフェードイン]
type = VarAdd
trigger1 = time < 10
trigger1 = var(0) < 256
var(0) = 32
[State Sフェードアウト]
type = VarAdd
trigger1 = time > 22
trigger1 = var(0) > 0
var(0) = -32

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
type = DestroySelf
trigger1 = NumTarget(41210) = 0;ヒット数途切れ防止
trigger1 = time >= 1 && fvar(2) <= 0
trigger2 = time >= 40;保険
trigger3 = Parent,MoveType = H

;---------------------------------------------------------------------------
;helper ロズトクソ　愛　手元マーク
;---------------------------------------------------------------------------

[Statedef 41250]
type 		= A
movetype 	= I
physics 	= N
Anim 		= 41250
ctrl 		= 0
sprpriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポス]
Type = PosSet
trigger1 = root,StateNo = 41200
trigger1 = root,AnimElemTime(9) < 0
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)

[State リング中]
type = Explod
trigger1 = time = 0
Anim 			= 41251
PosType 		= P1
BindTime 		= -1
Scale 			= 0.5,0.6
SprPriority 	= 3
IgnoreHitPause = 1
ID = 41250
[State リング小2]
type = Explod
trigger1 = time = 0
Anim 			= 41252
PosType 		= P1
BindTime 		= -1
Scale 			= 0.5,0.5
SprPriority 	= 3
IgnoreHitPause = 1
ID = 41250
[State 玉]
type = Explod
trigger1 = time = 0
Anim 			= 41253
PosType 		= P1
BindTime 		= -1
Scale 			= 0.4,0.4
SprPriority 	= 2
IgnoreHitPause = 1
ID = 41250

[State アニメ中断]
type = ChangeAnim
trigger1 = AnimElemTime(17) < 0
trigger1 = root,MoveType = H
trigger2 = AnimElemTime(17) < 0
trigger2 = root,StateNo = 41100
trigger2 = root,AnimElemTime(9) >= 0
value = anim
elem = 17
IgnoreHitPause = 1
Persistent = 0

[State エフェクト消去]
type = RemoveExplod
trigger1 = Root,MoveType = H
trigger2 = AnimTime = 0
ID = 41250

[State デス]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ロズキクロス
;---------------------------------------------------------------------------
[Statedef 41300]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,41301,41300)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 無敵　飛び]
type = NotHitBy
trigger1 = Anim = 41300 || Anim = 41301 || Anim = 41305 || Anim = 41306
trigger1 = AnimElemTime(4) >= 1
value = ,AP
time = 1
IgnoreHitPause = 1
Persistent = 1

[State 速度慣性]
type = VelMul
trigger1 = time  = 0
trigger1 = statetype = A
x = 0.05
y = 0.05

[State 速度慣性]
type = VelMul
triggerall = Anim = 41301 || Anim = 41306
triggerall = statetype = A
trigger1 = time >= 1
trigger1 = time%30 = 0
x = 0.9
y = 0.9

[State きらきらエフェクト　前]
type = Explod
trigger1 = time%6 = 0
trigger1 = Anim = 41300 || Anim = 41301 || Anim = 41305 || Anim = 41306
trigger1 = AnimElemTime(2) > 0
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= 15,-random%50-(15*statetype=A)
Random 			= 30,0
facing 			= ifelse(random%2=0,1,-1)
Scale 			= 0.6,0.6
Vel 			= 0,-3
SprPriority 	= 3
IgnoreHitPause = 1
[State きらきらエフェクト　後ろ]
type = Explod
trigger1 = time%6 = 2
trigger1 = Anim = 41300 || Anim = 41301 || Anim = 41305 || Anim = 41306
trigger1 = AnimElemTime(2) > 0
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= -15,-random%50-(15*statetype=A)
Random 			= 30,0
facing 			= ifelse(random%2=0,1,-1)
Scale 			= 0.6,0.6
Vel 			= 0,-3
SprPriority 	= 3
IgnoreHitPause = 1

[State voice]
type = PlaySnd
Trigger1 = AnimElemTime(4) = 0
value = s115,0+random%3
channel = 0
Persistent = 0

[State 足元エフェクト]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
trigger1 = statetype = A
StateNo 		= 20900
ID 				= 41301
name 			= "ring"
PosType 		= P1
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State ロズキクロス　シールド]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 41310
ID 				= 41310
name 			= "Roz Kikuros"
PosType 		= P1
Pos 			= 45,-90-(15*statetype=A)
IgnoreHitPause = 1
Persistent = 0

[State アニメ　ロズキクロス終了]
type = ChangeAnim
Trigger1 = Numhelper(41310) = 1
Trigger1 = helper(41310),StateNo = 41310
Trigger1 = helper(41310),AnimElemTime(7) = 0
Trigger2 = Numhelper(41310) = 1
Trigger2 = helper(41310),StateNo = 41315
value = anim+2
IgnoreHitPause = 1
Persistent = 0

[State 空中ロズキクロス　状態]
type = StateTypeSet
trigger1 = (Anim = 41303 || Anim = 41308) && AnimElemTime(5) = 0
Physics = A

[State 空中ロズキクロス　コントロール]
type = CtrlSet
trigger1 = (Anim = 41303 || Anim = 41308) && AnimElemTime(6) = 0
value = 1

[State 空中ロズキクロス　ポスY限界]
type = PosSet
trigger1 = (Anim = 41301 || Anim = 41306) || ((Anim = 41303 || Anim = 41308) && AnimElemTime(5) < 0)
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中ロズキクロス　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = Anim = 41303 || Anim = 41308
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52
ctrl = 1

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上ロズキクロス終了　0へ]
type = ChangeState
trigger1 = (Anim = 41302 || Anim = 41307) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper ロズキクロス　シールド
;---------------------------------------------------------------------------

[Statedef 41310]
type 		= A
movetype 	= H
physics 	= N
SprPriority = 2
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State ポス]
Type = PosSet
trigger1 = root,StateNo = 41300
trigger1 = (root,Anim = [41300,41301]) || (root,Anim = [41305,41306])
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-90-(15*root,statetype=A)

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = PrevStateNo != 41311
value = 41310
IgnoreHitPause = 1
Persistent = 0
[State アニメ　吸収成功からの戻り]
type = ChangeAnim
trigger1 = time = 0
trigger1 = PrevStateNo = 41311
value = 41310
elem = 5
IgnoreHitPause = 1
Persistent = 0

[State seボヨーん]
type = PlaySnd
trigger1 = time = 0
trigger1 = PrevStateNo != 41311
value = s50,0

[State 点滅エフェクト]
type = Explod
trigger1 = time = 0
trigger1 = NumExplod(41313) = 0
trigger1 = PrevStateNo = 41311
Anim 			= 41313
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
IgnoreHitPause = 1
ID = 41313

[State きらきらエフェクト]
type = Explod
triggerall = var(41)
trigger1 = (var(41) < 10 && time%5 = 0)
trigger2 = (var(41) >= 10 && time%2 = 0)
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= 0,20+random%30-(15*statetype=A)
Random 			= 30,0
facing 			= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
Vel 			= 0,-2
SprPriority 	= 3
IgnoreHitPause = 1

[State 点滅エフェクト消去]
type = RemoveExplod
triggerall = NumExplod(41313) >= 1
trigger1 = Root,MoveType = H
Trigger2 = var(41) >= 1 && (root,command != "holdz")
Trigger3 = var(41) >= 1 && (Time > 120)
ID = 41313

[State アニメストップ]
type = ChangeAnim
Trigger1 = var(41) = 0
Trigger1 = Animelem = 6
Trigger1 = root,command = "holdz"
Trigger1 = Time <= 100;46
value = 41310
elem = 5
[State アニメストップ]
type = ChangeAnim
Trigger1 = var(41) >= 1
Trigger1 = Animelem = 6
Trigger1 = root,command = "holdz"
Trigger1 = Time <= 120
value = 41310
elem = 5

[State 無敵　投]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = 1

[State 飛び　吸収へ]
type = HitOverRide
trigger1 = Anim = 41310
attr = SCA,AP
stateno = 41311

[State 飛び道具へ]
type = ChangeState
Triggerall = var(41) >= 1
Trigger1 = Time >= 10
Trigger1 = root,command != "holdz"
Trigger2 = Time > 120
value = 41315
IgnoreHitPause = 1
Persistent = 0

[State デス]
type = DestroySelf
trigger1 = var(41) = 0 && Animtime = 0
trigger2 = Root,MoveType = H

;---------------------------------------------------------------------------
;helper ロズキクロス　(吸収成功)
;---------------------------------------------------------------------------
;var(41)ロズキクロス吸収回数

[Statedef 41311]
type 		= A
movetype 	= H
physics 	= N
Anim 		= 41311
SprPriority = 2
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポス]
Type = PosSet
trigger1 = root,StateNo = 41300
trigger1 = (root,Anim = [41300,41301]) || (root,Anim = [41305,41306])
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-90-(15*root,statetype=A)

[State 吸収エフェクト]
type = Explod
trigger1 = time = 0
Anim 			= 41312
PosType 		= P1
Scale 			= 0.5,0.5
SprPriority 	= 2
IgnoreHitPause = 1

[State seボヨーん(速)]
type = PlaySnd
trigger1 = time = 0
value = s50,0
FreqMul = 2.0

[State 吸収回数]
type = VarAdd
trigger1 = time = 0
var(41) = 1
IgnoreHitPause = 1
Persistent = 0

[State ロズキクロスシールドへ戻る]
type = ChangeState
trigger1 = time = 0
value = 41310
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = Root,MoveType = H

;---------------------------------------------------------------------------
;helper ロズキクロス　(飛び道具)
;---------------------------------------------------------------------------
;var(8)	向き
;var(37)グレイズ有効時間
;var(41)ロズキクロス吸収回数
;fvar(5)X速度
;fvar(6)Y速度用
;fvar(7)相手との角度

[Statedef 41315]
type 		= A
movetype 	= A
physics 	= N
SprPriority = 2
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State トランス]
type = Trans
trigger1 = 1
trans = add

[State アニメ]
type = ChangeAnim
trigger1 = time = 0 && PrevStateNo = 41310
value = 41315
IgnoreHitPause = 1
Persistent = 0

[State 吸収回数　耐久力];吸収回数+2 最低3
type = VarSet
trigger1 = time = 0 && PrevStateNo = 41310
var(41) = var(41)+2
IgnoreHitPause = 1
Persistent = 0
[State 吸収回数　耐久力];最高10
type = VarSet
trigger1 = time = 0 && PrevStateNo = 41310
trigger1 = var(41) > 10
var(41) = 10
IgnoreHitPause = 1
Persistent = 0

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerAll = NumEnemy > 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-23-(EnemyNear,Const(Size.Ground.Front)), 23+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-23-(EnemyNear,Const(Size.Ground.Front)), 23+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-23-(EnemyNear,Const(Size.Ground.Front)), 23+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = P2Dist X = [-23-(EnemyNear,Const(Size.Ground.Front)), 23+(EnemyNear,Const(Size.Ground.Back))]
triggerall = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State 点滅エフェクト消去];一応
type = RemoveExplod
trigger1 = time = 0 && PrevStateNo = 41310
ID = 41313

[State 発射エフェクト]
type = Explod
trigger1 = time = 0 && PrevStateNo = 41310
anim = 41314
pos = 0,0
postype = P1
scale = 0.5,0.5
sprpriority = 2
IgnoreHitPause = 1

;サイズ--------------------
;見た目だけ　青箱赤箱のサイズは変わらず
[State サイズXY]
type = VarSet
trigger1 = time = 0
;trigger1 = time = 0 && PrevStateNo = 41310
fvar(0) = 1.2857+0.0714*var(41)

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)
;サイズ--------------------

[State seボヨーん]
type = PlaySnd
trigger1 = time = 1 && PrevStateNo = 41310
value = s50,0

[State きらきらエフェクト]
type = Explod
triggerall = time%2 = 0
trigger1 = time >= 22 && PrevStateNo = 41310
trigger2 = time >= 1 && PrevStateNo != 41310
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= -20,0
Random 			= 20,40
facing 			= -1
Scale 			= fvar(0)*0.5,fvar(0)*0.5
Vel 			= -0.3,0
accel 			= 0,0.025
SprPriority 	= 2
IgnoreHitPause = 1

;速度---------------------
[State 速度X増]
type = VarAdd
trigger1 = AnimElemTime(6) >= 1
fvar(5) = 0.05

[State 速度Y用]
type = VarSet
trigger1 = time = 0
fvar(6) = EnemyNear,Const(Size.mid.Pos.Y)

[State 相手との角度]
type = VarSet
trigger1 = 1
fvar(7) = (atan((P2Dist X)/((P2Dist Y +fvar(6))+0.0000001))*180/Pi)-(90*ifelse(P2dist Y +fvar(6) < 0,-1,1))
IgnoreHitPause = 1

[State 速度]
type = VelSet
trigger1 = AnimElemTime(6) >= 1
x = 1+fvar(5)
y = -sin(fvar(7)*pi/180)*2

[State 加速　ゆらゆら]
type = VelAdd
trigger1 = AnimElemTime(6) >= 1
trigger1 = fvar(7) = [-20,20]
y = sin(time*0.05)

[State 相手にヒット後　減速]
type = VelSet
trigger1 = time <= 1 && PrevStateNo = 41316
trigger2 = time <= 1 && PrevStateNo = 41317
x = 0
y = 0
IgnoreHitPause = 1

;速度---------------------

[State 攻撃ロズキクロス]
type = HitDef
Trigger1 = MoveType = A
trigger1 = AnimElemTime(6) >= 1
attr 				= A, SP
damage 				= Ceil(root,FVar(10)*38),Ceil(root,FVar(10)*4)
animtype 			= Hard
getpower 			= ceil(35*root,fvar(21)),ceil(35*root,fvar(21))
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,13
ground.slidetime 	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 0,15
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -4
air.velocity 		= -2.2,-6.5
airguard.velocity 	= -1.1,-4.3

yaccel 				= 0.44
Air.fall 			= 1
fall.recovertime 	= Ceil(root,fvar(20)*30+13)

guard.kill 			= 0
ID 					= 41315

PalFX.Time 			= 40
PalFX.Add 			= 50,-100,40
PalFX.SinAdd 		= -50,100,-40,120

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.90
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 1
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

[State Ｙ方向　向き]
type = VarSet
trigger1 = time >= 0
trigger1 = PrevStateNo != 41316
trigger1 = PrevStateNo != 41317
trigger2 = time >= 2 && PrevStateNo = 41316;戻り時ちょっと待ってから
trigger3 = time >= 2 && PrevStateNo = 41317;戻り時ちょっと待ってから
var(8) = ifelse(Vel Y >= 0,0,1)

[State 無敵　投]
type = NotHitBy
trigger1 = 1
time = 1
value = , AT

[State 打・飛び道具に当たる]
type = HitBy
trigger1 = 1
value = SCA, AA, AP
time = 1

;[State ヒット判別]
;type = null
;trigger1 = MoveHit && var(38) := 1
;trigger2 = MoveGuarded && var(38) := 2
;IgnoreHitPause = 1
;[State ]
;type = VarSet
;trigger1 = var(35)
;var(35) = 0
;IgnoreHitPause = 1

[State 打撃・飛び道具の相殺]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
stateno = ifelse(var(41) <= 1,41318,41316)
slot = 1
time = 1
IgnoreHitPause = 1

[State 相手にヒット]
type = ChangeState
trigger1 = MoveContact
trigger1 = var(41) <= 1
;value = ifelse(var(41) <= 1,41318,41317)
value = 41318
[State 相手にヒット]
type = ChangeState
trigger1 = MoveContact
trigger1 = var(41) > 1
value = 41317

[State 画面外　消滅へ]
type = DestroySelf
trigger1 = FrontEdgeDist <= -50

;---------------------------------------------------------------------------
;helper ロズキクロス　(打撃・飛び道具の相殺)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(0)サイズXY

[Statedef 41316]
type 		= A
movetype 	= A
physics 	= N
SprPriority = 2
velset 		= 0,0
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = fvar(0)*0.8,fvar(0)*0.8

[State トランス]
type = Trans
trigger1 = 1
trans = add

[State 吸収回数]
type = VarAdd
trigger1 = time = 0
var(41) = -1
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

[State ヒットエフェクト　メイン]
type = Explod
Trigger1 = time = 0
Anim = ifelse(var(8) = 0 ,41316,41317)
PosType 		= P1
Scale 			= fvar(0)*0.5,fvar(0)*0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

[State 戻る]
type = ChangeState
trigger1 = time >= 1
value = 41315
IgnoreHitPause = 1
Persistent = 0

;---------------------------------------------------------------------------
;helper ロズキクロス　(相手にヒット)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(0)サイズXY

[Statedef 41317]
type 		= A
movetype 	= A
physics 	= N
SprPriority = 2
velset 		= 0,0
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = fvar(0)*0.8,fvar(0)*0.8

[State トランス]
type = Trans
trigger1 = 1
trans = add

[State 吸収回数]
type = VarAdd
trigger1 = time = 0
var(41) = -1
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

[State ヒットエフェクト　サブ]
type = Explod
Trigger1 = time = 0
Anim 			= 41091+random%4
PosType 		= P2
Pos 			= 0,EnemyNear,Const(size.mid.pos.Y)
Random 			= 30,80
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------
;[State ]
;type = VarAdd
;trigger1 = 1
;var(35) = 1
;IgnoreHitPause = 1

[State 戻る]
type = ChangeState
trigger1 = time >= 5
;trigger1 = var(35) >= 5
value = 41315
IgnoreHitPause = 1
Persistent = 0

;---------------------------------------------------------------------------
;helper ロズキクロス　(飛び道具消滅)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(0)サイズXY

[Statedef 41318]
type 		= A
movetype 	= I
physics 	= N
VelSet 		= 0,0
Anim 		= 12000
SprPriority = 2
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

;ヒットスパーク--------------------

[State ヒットエフェクト　メイン]
type = Explod
Trigger1 = time = 0
Anim 			= ifelse(var(8) = 0 ,41316,41317)
PosType 		= P1
Scale 			= 0.75,0.75
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ヒットエフェクト　サブ]
type = Explod
Trigger1 = time = 0
Anim 			= 41091+random%4
PosType 		= P2
Pos 			= 0,EnemyNear,Const(size.mid.pos.Y)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------
;[State ]
;type = VarSet
;trigger1 = time = 0
;var(35) = 0
;IgnoreHitPause = 1

;[State ]
;type = VarAdd
;trigger1 = time >= 1
;var(35) = 1
;IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = time >= 32

;---------------------------------------------------------------------------
;トリススフェラ
;---------------------------------------------------------------------------
[Statedef 41500]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State パワー]
type = PowerAdd
triggerall = time = 0
trigger1 = var(46) = 0
trigger2 = var(46) = 5
value = -1000
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,41501,41500)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.03
y = 0.03
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(17) < 0
triggerall = statetype = A
trigger1 = time >= 48
trigger1 = time%30 = 0
x = 0.9
y = 0.9

[State se暗転]
type = PlaySnd
trigger1 = time = 0
value = s4,1
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 0
value = s115,3+random%3
channel = 0
Persistent = 0

[State 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 48
IgnoreHitPause = 1
Persistent = 0

;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 48
;MoveTime = 48

[State スパーポーズ]
type = SuperPause
trigger1 = time = 0
time 		= 48
Movetime 	= 48
anim = -1
P2DefMul = 1
darken = 0

[State 空中　暗転中ポス固定]
Type = PosFreeze
Trigger1 = statetype = A
Trigger1 = time < 48
Value = 1

[State 暗転　愛マークセット]
Type = Helper
trigger1 = time = 0
StateNo 		= 41750
ID 				= 41750
name 			= "anten mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 48
;PauseMoveTime 	= 48
IgnoreHitPause = 1
Persistent = 0

[State 足元/手元マークセット]
Type = Helper
Trigger1  = time = 0
StateNo 		= 41710
ID 				= 41710
name 			= "asimoto mark"
PosType 		= P1
;Ownpal 			= 1
SuperMoveTime 	= 48
;PauseMoveTime 	= 48
IgnoreHitPause = 1
Persistent = 0

[State トリススフェラ飛び道具1]
Type = Helper
Trigger1 = AnimElemTime(7) = 0;time = 52
StateNo 		= 41510
ID 				= 41511
name 			= "1"
PosType 		= P1
Pos 			= 48,-90-(15*statetype=A)
;Ownpal 		= 1
IgnoreHitPause = 1
Persistent = 0
[State トリススフェラ飛び道具2]
Type = Helper
Trigger1 = AnimElemTime(10) = 0;time = 67
StateNo 		= 41510
ID 				= 41512
name 			= "2"
PosType 		= P1
Pos 			= 45,-93-(15*statetype=A)
;Ownpal 		= 1
IgnoreHitPause = 1
Persistent = 0
[State トリススフェラ飛び道具3]
Type = Helper
Trigger1 = AnimElemTime(10) = 12;time = 77
StateNo 		= 41510
ID 				= 41513
name 			= "3"
PosType 		= P1
Pos 			= 42,-87-(15*statetype=A)
;Ownpal 		= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中トリススフェラ　状態]
type = StateTypeSet
trigger1 = (Anim = 41501 || Anim = 41506) && AnimElemTime(17) = 0
Physics = A

[State 空中トリススフェラ　コントロール]
type = CtrlSet
trigger1 = (Anim = 41501 || Anim = 41506) && AnimElemTime(18) = 0
value = 1

[State 空中トリススフェラ　ポスY限界]
type = PosSet
trigger1 = (Anim = 41501 || Anim = 41506) && AnimElemTime(17) <= 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中トリススフェラ　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = Anim = 41501 || Anim = 41506
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上トリススフェラ終了　0へ]
type = ChangeState
trigger1 = (Anim = 41500 || Anim = 41505) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper トリススフェラ　(飛び道具)
;---------------------------------------------------------------------------
;var(8)	向き
;var(37)グレイズ有効時間
;fvar(5)X速度
;fvar(6)Y速度用
;fvar(7)相手との角度

[Statedef 41510]
type 		= A
movetype 	= A
physics 	= N
Anim 		= 41510
SprPriority = 2
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerAll = NumEnemy > 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(10) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-23-(EnemyNear,Const(Size.Ground.Front)), 23+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(10) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-23-(EnemyNear,Const(Size.Ground.Front)), 23+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(10) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-23-(EnemyNear,Const(Size.Ground.Front)), 23+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(10) >= 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = P2Dist X = [-23-(EnemyNear,Const(Size.Ground.Front)), 23+(EnemyNear,Const(Size.Ground.Back))]
triggerall = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State ポス　飛び道具1]
Type = PosSet
trigger1 = root,StateNo = 41500
trigger1 = IsHelper(41511) && time < 20
x = (root,Pos X)+48*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)
[State ポス　飛び道具2]
Type = PosSet
trigger1 = root,StateNo = 41500
trigger1 = IsHelper(41512) && time < 18
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-90-(15*root,statetype=A)
[State ポス　飛び道具3]
Type = PosSet
trigger1 = root,StateNo = 41500
trigger1 = IsHelper(41513) && time < 16
x = (root,Pos X)+42*root,facing
y = (root,Pos Y)-84-(15*root,statetype=A)

[State seボヨーん]
type = PlaySnd
trigger1 = time = 0
value = s50,0
freqmul = 1.2

[State きらきらエフェクト]
type = Explod
trigger1 = time >= 28
trigger1 = time%2 = 0
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= -10,0
Random 			= 20,40
facing 			= -1
Scale 			= 0.5,0.5
Vel 			= -0.3,0
Accel 			= 0,0.025
SprPriority 	= 2
IgnoreHitPause = 1

[State 速度X増]
type = VarAdd
trigger1 = IsHelper(41511) && (time = [20,60])
trigger2 = IsHelper(41512) && (time = [18,60])
trigger3 = IsHelper(41513) && (time = [16,60])
fvar(5) = 0.05

[State 速度X増]
type = VarAdd
trigger1 = time > 60
trigger1 = fvar(5) < 4.5
fvar(5) = 0.06

[State 速度Y用]
type = VarSet
trigger1 = time = 0
fvar(6) = EnemyNear,Const(Size.mid.Pos.Y)

[State 相手との角度]
type = VarSet
trigger1 = 1
fvar(7) = (atan((P2Dist X)/((P2Dist Y +fvar(6))+0.0000001))*180/Pi)-(90*ifelse(P2dist Y +fvar(6) < 0,-1,1))
IgnoreHitPause = 1

[State 速度]
type = VelSet
trigger1 = IsHelper(41511) && time >= 20
trigger2 = IsHelper(41512) && time >= 18
trigger3 = IsHelper(41513) && time >= 16
x = 1+fvar(5)
y = -sin(fvar(7)*pi/180)*2

[State 加速　ゆらゆら]
type = veladd
;triggerall = fvar(7) = [-25,25]
trigger1 = IsHelper(41511) && time >= 20
trigger2 = IsHelper(41513) && time >= 16
y = sin(time*0.05)

[State 加速　ゆらゆら]
type = veladd
;triggerall = fvar(7) = [-25,25]
trigger1 = IsHelper(41512) && time >= 18
y = -sin(time*0.05)

[State 攻撃トリススフェラ]
type = HitDef
Trigger1 = MoveType = A
trigger1 = AnimElemTime(10) >= 0;time > = 11
attr 				= A, HP
damage 				= Ceil(root,FVar(10)*45),Ceil(root,FVar(10)*5)
animtype 			= Hard
getpower 			= 0,0
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 1,Hit
hitsound 			= s5,2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,8
ground.slidetime 	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime 	= 0,8
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -4
air.velocity 		= -1.0,-4.5
airguard.velocity 	= -1.1,-4.3

yaccel 				= 0.44
Air.fall 			= 1
fall.recovertime 	= Ceil(root,fvar(20)*30+8)

guard.kill 			= 0
ID 					= 41510

PalFX.Time 			= 60
PalFX.Add 			= 50,-100,40
PalFX.SinAdd 		= -50,100,-40,180

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出]
type = ParentVarSet
Trigger1 = MoveHit
Trigger1 = RoundState = 2
var(34) = 3
IgnoreHitPause = 1
Persistent = 0
;補正等々--------

[State Ｙ方向　向き]
type = VarSet
trigger1 = 1
var(8) = ifelse(Vel Y >= 0,0,1)

[State 無敵　投]
type = NotHitBy
trigger1 = 1
time = 1
value = , AT

[State 打・飛び道具に当たる]
type = HitBy
trigger1 = 1
value = SCA, AA, AP
time = 1

;[State 打撃・飛び道具の相殺]
;type = HitOverride
;trigger1 = Time >= 15
;attr = SCA, AA, AP
;stateno = 41111
;slot = 1
;time = 1
;IgnoreHitPause = 1
[State 飛び道具の相殺]
type = HitOverride
trigger1 = Time >= 15
attr = SCA, AP
stateno = 41111
slot = 1
time = 1
IgnoreHitPause = 1
[State 打撃の反射]
type = HitOverride
trigger1 = Time >= 15
attr = SCA,  AA
stateno = 41113
slot = 2
time = 1
IgnoreHitPause = 1

[State 相手にヒット・本体ダメージ/ガード　消滅へ]
type = ChangeState
trigger1 = MoveContact
trigger2 = AnimElemTime(6) < 0
trigger2 = Root,MoveType = H
trigger3 = Root,MoveType = H
trigger3 = (Root,StateNo != [150,159])
value = 41111

[State 画面外　消滅へ]
type = DestroySelf
trigger1 = FrontEdgeDist <= -50

;---------------------------------------------------------------------------
;ウラニオトクソ
;---------------------------------------------------------------------------
[Statedef 41600]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State パワー]
type = PowerAdd
triggerall = time = 0
trigger1 = var(46) = 0
trigger2 = var(46) = 5
value = -1000
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,41601,41600)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.03
y = 0.03
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(26) < 0
triggerall = statetype = A
trigger1 = time >= 34
trigger1 = time%30 = 0
x = 0.9
y = 0.9

[State se暗転]
type = PlaySnd
trigger1 = time = 0
value = s4,1
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 0
value = s115,3+random%3
channel = 0
Persistent = 0

[State 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 34
IgnoreHitPause = 1
Persistent = 0

;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 34
;MoveTime = 34

[State スパーポーズ]
type = SuperPause
trigger1 = time = 0
time 		= 34
Movetime 	= 34
anim = -1
P2DefMul = 1
darken = 0

[State 空中　暗転中ポス固定]
Type = PosFreeze
Trigger1 = statetype = A
Trigger1 = time < 34
Value = 1

[State 暗転　愛マークセット]
Type = Helper
trigger1 = time = 0
StateNo 		= 41750
ID 				= 41750
name 			= "anten mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 34
;PauseMoveTime 	= 34
IgnoreHitPause = 1
Persistent = 0

[State 足元/手元マークセット]
Type = Helper
Trigger1  = time = 0
StateNo 		= 41710
ID 				= 41710
name 			= "asimoto mark"
PosType 		= P1
;Ownpal 			= 1
SuperMoveTime 	= 34
;PauseMoveTime 	= 34
IgnoreHitPause = 1
Persistent = 0

[State ウラニオトクソ飛び道具]
Type = Helper
Trigger1 = AnimElemTime(9) = 3;time=54
StateNo 		= 41610
ID 				= 41610
name 			= "Uranio Tokuso"
PosType 		= P1
Pos 			= 55,-90-(15*statetype=A)
;Ownpal 		= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中ウラニオトクソ　状態]
type = StateTypeSet
trigger1 = (Anim = 41601 || Anim = 41606) && AnimElemTime(27) = 0
Physics = A

[State 空中ウラニオトクソ　コントロール]
type = CtrlSet
trigger1 = (Anim = 41601 || Anim = 41606) && AnimElemTime(28) = 0
value = 1

[State 空中ウラニオトクソ　ポスY限界]
type = PosSet
trigger1 = (Anim = 41601 || Anim = 41606) && AnimElemTime(27) <= 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中ウラニオトクソ　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 41601 || Anim = 41606)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上ウラニオトクソ終了　0へ]
type = ChangeState
trigger1 = (Anim = 41600 || Anim = 41605) && Animtime = 0
value = 0
ctrl = 1


;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper ウラニオトクソ(飛び道具)
;---------------------------------------------------------------------------
;var(37)グレイズ有効時間
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 41610]
type 		= A
movetype 	= A
physics 	= N
Anim 		= 41610
SprPriority = 2
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerall = NumEnemy > 0
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-50-(EnemyNear,Const(Size.Ground.Front)), 500+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim = 20981+random%4
PosType 		= P1
Pos 			= floor(P2Dist X-EnemyNear,Const(Size.Ground.Front)), 0
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-50-(EnemyNear,Const(Size.Ground.Front)), 500+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= floor(P2Dist X-EnemyNear,Const(Size.Ground.Front)), 0
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-50-(EnemyNear,Const(Size.Ground.Front)), 500+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 5

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = P2Dist X = [-50-(EnemyNear,Const(Size.Ground.Front)), 500+(EnemyNear,Const(Size.Ground.Back))]
triggerall = P2Dist Y = [-23, 23-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State ポス]
type = BindToRoot
trigger1 = root,StateNo = 41600
trigger1 = root,AnimElemTime(26) < 0
time = 1
Pos = 50,-87-(15*root,statetype=A)

[State リング小]
type = Explod
trigger1 = time = 0
Anim 		= 41611
PosType 	= P1
BindTime 	= -1
Scale 		= 0.5,0.5
SprPriority = 3
IgnoreHitPause = 1
ID = 41610
[State リング中]
type = Explod
trigger1 = time = 0
Anim 		= 41612
PosType 	= P1
BindTime 	= -1
Scale 		= 0.5,0.5
SprPriority = 3
IgnoreHitPause = 1
ID = 41610
[State リング大]
type = Explod
trigger1 = time = 0
Anim 		= 41613
PosType 	= P1
BindTime 	= -1
Scale 		= 0.5,0.5
SprPriority = 3
IgnoreHitPause = 1
ID = 41610

[State エフェクト消去]
type = RemoveExplod
trigger1 = Root,MoveType = H
ID = 41610

[State きらきらエフェクト　後上]
type = Explod
trigger1 = time%4 = 0
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(3) < 0
Anim 			= 41080+random%3
PosType 		= P1
facing 			= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
Vel 			= (1+random%30*0.1)*(-1),(random%30*0.1)*(-1)
Accel 			= -0.05,0
sprpriority 	= 3
IgnoreHitPause = 1

[State きらきらエフェクト　後下]
type = Explod
trigger1 = time%4 = 2
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(3) < 0
Anim 			= 41080+random%3
PosType 		= P1
facing 			= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
Vel 			= (1+random%50*0.1)*(-1),(random%50*0.1)
Accel 			= -0.05,0
sprpriority = 3
IgnoreHitPause = 1

;サイズ-----------------------------
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 3.0
[State サイズX]
type = VarAdd
trigger1 = time = [28,48]
fvar(1) = sin(time -28)*0.5;+0〜1.0ぐらい

[State サイズY]
type = VarAdd
trigger1 = time = [1,26]
fvar(2) = 0.038461538
[State サイズY]
type = VarSet
trigger1 = time = 27
fvar(2) = 1.0

[State サイズY]
type = VarAdd
trigger1 = time > 48
trigger1 = fvar(2) > 0.1
fvar(2) = -0.033333333
[State サイズY]
type = VarAdd
trigger1 = time > 48
trigger1 = fvar(2) <= 0.1
trigger1 = fvar(2) > 0
fvar(2) = -0.011111111

[State サイズY]
type = VarSet
trigger1 = fvar(2) < 0
fvar(2) = 0

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = fvar(1) ,fvar(2)
;サイズ-----------------------------

[State seピキューン低]
type = PlaySnd
trigger1 = AnimElem = 1
value = s50,2

[State 攻撃力]
type = VarSet
trigger1 = time <= 23;400*8 hits
var(42) = 15
[State 攻撃力]
type = VarSet
trigger1 = time >  23;300*25 hits
var(42) = 11

[State 攻撃　偶数]
type = HitDef
trigger1 = time%4 = 0
attr 				= A, HP
damage 				= Ceil(root,FVar(10)*Var(42)),Ceil(root,FVar(10)*1)
animtype 			= Hard
getpower 			= 0,0
givepower 			= 3,3
guardflag 			= MA
hitflag 			= MAF
priority 			= 7,Hit
hitsound 			= s5,2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,10
ground.slidetime 	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime 	= 0,10
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -6
air.velocity 		= -3.8,-7.8
airguard.velocity 	= -1.9,-5.2

yaccel 				= 0.44
Air.fall 			= 1
fall.recovertime 	= Ceil(root,fvar(20)*30+10)

guard.kill 			= 0
ID 					= 41610

[State 攻撃　奇数]
type = HitDef
trigger1 = time%4 = 2
attr 				= A, HP
damage 				= Ceil(root,FVar(10)*Var(42)),Ceil(root,FVar(10)*1)
animtype 			= Hard
getpower 			= 0,0
givepower 			= 3,3
guardflag 			= MA
hitflag 			= MAF
priority 			= 7,Hit
;hitsound 			= s5,2
;guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= Low;High

pausetime 			= 0,10
ground.slidetime 	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime 	= 0,10
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -6
air.velocity 		= -3.8,-7.8
airguard.velocity 	= -1.9,-5.2

yaccel 				= 0.44
Air.fall 			= 1
fall.recovertime 	= Ceil(root,fvar(20)*30+10)

guard.kill 			= 0
ID 					= 41611

PalFX.Time 			= 20
PalFX.Add 			= 50,-100,40

;ヒットスパーク--------------------

[State ヒットエフェクト　サブ1]
type = Explod
Trigger1 = MoveHit
Trigger1 = NumTarget(41610)
trigger1 = target(41610),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
Anim 			= 41091+random%4
PosType 		= P1
Pos 			= floor(P2Dist X),0
Random 			= 50,50
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State ヒットエフェクト　サブ2]
type = Explod
Trigger1 = MoveHit
Trigger1 = NumTarget(41611)
trigger1 = target(41611),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
Anim 			= 41091+random%4
PosType 		= P2
Pos 			= 0,Target(41611),Const(size.mid.pos.Y)
Random 			= 50,50
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

;ヒットスパーク--------------------

;補正等々--------
;trigger1 = HitCount = [1,33]
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit = 1
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
Triggerall = MoveHit
Triggerall = NumTarget(41610)
Trigger1 = target(41610),time=0
fvar(11) = root,fvar(11)*0.95
IgnoreHitPause = 1
Persistent = 1
[State 基本攻撃力]
type = ParentVarSet
Triggerall = MoveHit
Triggerall = NumTarget(41611)
Trigger1 = target(41611),time=0
fvar(11) = root,fvar(11)*0.95
IgnoreHitPause = 1
Persistent = 1

[State 受け身不能時間]
type = ParentVarSet
Triggerall = MoveHit
Triggerall = NumTarget(41610)
Trigger1 = target(41610),time=0
fvar(20) = root,fvar(20)*0.99
IgnoreHitPause = 1
Persistent = 1
[State 受け身不能時間]
type = ParentVarSet
Triggerall = MoveHit
Triggerall = NumTarget(41611)
Trigger1 = target(41611),time=0
fvar(20) = root,fvar(20)*0.99
IgnoreHitPause = 1
Persistent = 1

[State 超必殺技KO勝利演出]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 3
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

;トランス　デス
[State Sフェードイン]
type = VarAdd
trigger1 = time = [1,8]
trigger1 = var(0) < 256
var(0) = 32
IgnoreHitPause = 1
Persistent = 1

[State Sフェードアウト]
type = VarAdd
trigger1 = time > 69
trigger1 = var(0) > 0
var(0) = -16
IgnoreHitPause = 1
Persistent = 1

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = NumTarget(41610) = 0;ヒット数途切れ防止
trigger1 = NumTarget(41611) = 0;ヒット数途切れ防止
trigger1 = time >= 1 && fvar(2) <= 0
trigger2 = Root,MoveType = H

;---------------------------------------------------------------------------
;helper 愛　超アルカナ技　足元/手元マークセット
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド用
;var(1)	トランス用Dイクスプロッド用
;var(4)	フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(11)エクスプロードサイズ用1
;fvar(12)エクスプロードサイズ用2
;fvar(13)エクスプロードサイズ用3
;fvar(14)エクスプロードサイズ用4
;fvar(15)エクスプロードサイズ用5

[Statedef 41710]
type = A
ctrl = 0
anim = 12000
sprpriority = -2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 41500;トリススフェラ
trigger1 = var(10) := 1
trigger2 = root,StateNo = 41600;ウラニオトクソ
trigger2 = var(10) := 2
trigger3 = root,StateNo = 41800;イリオススフェラ
trigger3 = var(10) := 10
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 41500 && root,AnimElemTime(16) < 0
trigger2 = var(10) = 2 && root,StateNo = 41600 && root,AnimElemTime(26) < 0
trigger3 = var(10) = 10&& root,StateNo = 41800 && root,AnimElemTime(27) < 0
x = root,Pos X +3*root,facing
y = root,Pos Y +5-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;イクスプロッド-------------------------
[State 足元マーク　メイン]
type = Explod
Trigger1  = var(10)=1 && root,StateNo = 41500 && root,AnimElemTime(4) = 0
Trigger2  = var(10)=2 && root,StateNo = 41600 && root,AnimElemTime(6) = 0
Trigger3  = var(10)=10&& root,StateNo = 41800 && root,AnimElemTime(8) = 164
Anim 			= 41700
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,261))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,261))
Persistent = 0
ID = 41711

[State 足元マーク　サブの○]
type = Explod
Trigger1  = var(10)=1 && root,StateNo = 41500 && root,AnimElemTime(4) = 0
Trigger2  = var(10)=2 && root,StateNo = 41600 && root,AnimElemTime(6) = 0
Trigger3  = var(10)=10&& root,StateNo = 41800 && root,AnimElemTime(8) = 164
Anim 			= 41796
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -2
SuperMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,261))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,261))
Persistent = 0
ID = 41712

[State 手元マーク]
type = Explod
Trigger1  = var(10)=1 && root,StateNo = 41500 && root,AnimElemTime(4) = 0
Trigger2  = var(10)=2 && root,StateNo = 41600 && root,AnimElemTime(6) = 0
Anim 			= ifelse(var(10)=1,41550,41650)
PosType 		= P1
Pos 			= 45,-92
Scale 			= ifelse(var(10)=1,0.5,0.3),ifelse(var(10)=1,0.5,0.3)
BindTime 		= -1
SprPriority 	= 2
SuperMoveTime 	= ifelse(var(10)=1,48,34)
;PauseMoveTime 	= ifelse(var(10)=1,48,34)
Persistent = 0
ID = 41715

;サイズ----------------
;x:y=10:3
;時間経過サイズ　メイン
[State X]
type = VarAdd
triggerall = fvar(12) < 0.75
Trigger1  = var(10)=1 && root,StateNo = 41500 && root,AnimElemTime(4) >= 0
Trigger2  = var(10)=2 && root,StateNo = 41600 && root,AnimElemTime(6) >= 0
Trigger3  = var(10)=10&& root,StateNo = 41800 && root,AnimElemTime(8) >= 164
fvar(12) = 0.025
[State Y]
type = VarAdd
triggerall = fvar(13) < 0.225
Trigger1  = var(10)=1 && root,StateNo = 41500 && root,AnimElemTime(4) >= 0
Trigger2  = var(10)=2 && root,StateNo = 41600 && root,AnimElemTime(6) >= 0
Trigger3  = var(10)=10&& root,StateNo = 41800 && root,AnimElemTime(8) >= 164
fvar(13) = 0.0075

;時間経過サイズ　サブ
[State X]
type = VarAdd
triggerall = fvar(14) < 0.875
Trigger1  = var(10)=1 && root,StateNo = 41500 && root,AnimElemTime(4) >= 0
Trigger2  = var(10)=2 && root,StateNo = 41600 && root,AnimElemTime(6) >= 0
Trigger3  = var(10)=10&& root,StateNo = 41800 && root,AnimElemTime(8) >= 164
fvar(14) = 0.029166665
[State Y]
type = VarAdd
triggerall = fvar(15) < 0.2625
Trigger1  = var(10)=1 && root,StateNo = 41500 && root,AnimElemTime(4) >= 0
Trigger2  = var(10)=2 && root,StateNo = 41600 && root,AnimElemTime(6) >= 0
Trigger3  = var(10)=10&& root,StateNo = 41800 && root,AnimElemTime(8) >= 164
fvar(15) = 0.00875

;サイズ----------------

;トランス--------------
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Dトランス]
type = VarSet
trigger1 = time = 0
var(1) = 128

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = root,StateNo != 41500
trigger1 = root,StateNo != 41600
trigger1 = root,StateNo != 41800
trigger2 = var(10) = 1 && root,StateNo = 41500 && root,AnimElemTime(16) >= 0
trigger3 = var(10) = 2 && root,StateNo = 41600 && root,AnimElemTime(26) >= 0
trigger4 = var(10) = 10&& root,StateNo = 41800 && root,AnimElemTime(27) >= 0
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16
[State Dフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(1) = 8
;トランス--------------

[State 足元マーク　メイン]
type = ModifyExplod
trigger1 = NumExplod(41711)
ID = 41711
scale 			= fvar(12),fvar(13)
trans 			= addalpha
alpha 			= var(0),256

[State 足元マーク　サブの○]
type = ModifyExplod
trigger1 = NumExplod(41712)
ID = 41712
scale 			= fvar(14),fvar(15)
trans 			= addalpha
alpha 			= var(0),var(1)

;きらきらエフェクト===================

[State きらきらエフェクト　前]
type = Explod
triggerall = time > 0
triggerall = time%6 = 0
trigger1 = var(10) = 1 && root,StateNo = 41500 && root,AnimElemTime(7) < 0
trigger2 = var(10) = 2 && root,StateNo = 41600 && root,AnimElemTime(11) < 0
trigger3 = var(10) = 10&& root,StateNo = 41800 && root,AnimElemTime(27) < 0
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= 28,5-random%30-(15*root,statetype=A)
Random 			= 50,0
facing 			= ifelse(random%2=0,1,-1)
Scale 			= 0.6,0.6
Vel 			= 0,-4
SprPriority 	= 3
SuperMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,285))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,285))
IgnoreHitPause = 1
[State きらきらエフェクト　後ろ]
type = Explod
triggerall = time > 0
triggerall = time%6 = 3
trigger1 = var(10) = 1 && root,StateNo = 41500 && root,AnimElemTime(7) < 0
trigger2 = var(10) = 2 && root,StateNo = 41600 && root,AnimElemTime(11) < 0
trigger3 = var(10) = 10&& root,StateNo = 41800 && root,AnimElemTime(27) < 0
Anim 			= 41080+random%3
PosType 		= P1
Pos 			= -22,5-random%30-(15*root,statetype=A)
Random 			= 50,0
facing 			= ifelse(random%2=0,1,-1)
Scale 			= 0.6,0.6
Vel 			= 0,-4
SprPriority 	= 3
SuperMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,285))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,285))
IgnoreHitPause = 1

;玉エフェクト=========================
[State 玉エフェクト用　サイズ]
type = VarSet
trigger1 = 1
fvar(11) = 0.5+(random%51 *0.01)

[State 玉エフェクト　前]
type = Explod
triggerall = var(4) = 0
triggerall = time%30 = 0
Trigger1  = var(10)=1 && root,StateNo = 41500 && root,AnimElemTime(4) >= 0
Trigger2  = var(10)=2 && root,StateNo = 41600 && root,AnimElemTime(6) >= 0
Anim 			= 41086+random%3
PosType 		= P1
Pos 			= 35,15-random%15-(15*statetype=A)
Random 			= 70,0
facing 			= ifelse(random%2=0,1,-1)
Scale 			= fvar(11),fvar(11)
Vel 			= 0,-2.5-(random%70 *0.01)
SprPriority 	= 3
IgnoreHitPause = 1
[State 玉エフェクト　後ろ]
type = Explod
triggerall = var(4) = 0
triggerall = time%30 = 15
Trigger1  = var(10)=1 && root,StateNo = 41500 && root,AnimElemTime(4) >= 0
Trigger2  = var(10)=2 && root,StateNo = 41600 && root,AnimElemTime(6) >= 0
Anim 			= 41086+random%3
PosType 		= P1
Pos 			= -35,15-random%15-(15*statetype=A)
Random 			= 70,0
facing 			= ifelse(random%2=0,1,-1)
Scale 			= fvar(11),fvar(11)
Vel 			= 0,-2.5-(random%70 *0.01)
SprPriority 	= 3
IgnoreHitPause = 1
;イクスプロッド-------------------------

;デス
[State 消去　足元メイン]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(0) <= 0
ID = 41711
[State 消去　足元サブ]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(0) <= 0
ID = 41712
[State 消去　手元マーク]
type = RemoveExplod
trigger1 = Root,MoveType = H
ID = 41715

[State デス]
Type = DestroySelf
Trigger1  = var(4) = 1
trigger1 = NumExplod(41711) = 0
trigger1 = NumExplod(41712) = 0
trigger1 = NumExplod(41715) = 0

;---------------------------------------------------------------------------
;helper 暗転　愛マークセット
;---------------------------------------------------------------------------
;var(10)技判別
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B

;sprpriority
;-15	黒バック1
;-3		マークBメイン	(Explod)
;-3		マークBサブ		(Explod)
;3		リング（楕円）
;3		文字輪*2
;3		マークA*2

;イリオススフェラ演出
;-3		オーラ			(Explod)
;-2		本体			(Explod)
;25		黒バック		メイン
;26		演出オーラ		(Explod)
;27		演出パルちゃん	(Explod)
;28		演出愛マーク	(Explod)
;29		演出玉			(Explod)

[Statedef 41750]
type 		= A
movetype 	= I
physics 	= N
Anim 		= 12000
ctrl 		= 0
sprpriority = -15

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 41500;トリススフェラ
trigger1 = var(10) := 1
trigger2 = root,StateNo = 41600;ウラニオトクソ
trigger2 = var(10) := 2
trigger3 = root,StateNo = 41800;イリオススフェラ
trigger3 = var(10) := 10
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120
IgnoreHitPause = 1
persistent = 1

;======================================黒バック
;超アルカナ技用（ライフバー隠さない）

[State 背景フェードアウトR]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [1,8]
var(51) = -32
[State 背景フェードアウトG]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [1,8]
var(52) = -32
[State 背景フェードアウトB]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [1,8]
var(53) = -32

[State 背景フェードインR]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [31,38]
trigger2 = var(10) = 2 && time = [29,36]
var(51) = 32
[State 背景フェードインG]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [31,38]
trigger2 = var(10) = 2 && time = [29,36]
var(52) = 32
[State 背景フェードインB]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [31,38]
trigger2 = var(10) = 2 && time = [29,36]
var(53) = 32


[State 背景初期値];フォース展開時
type = null
trigger1 = time = 0
trigger1 = NumHelper(40410)
trigger1 = var(51) := helper(40410),var(51)
trigger1 = var(52) := helper(40410),var(52)
trigger1 = var(53) := helper(40410),var(53)

[State 背景フェードアウトR];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(51) = -floor((256+helper(40410),var(54))/8)
[State 背景フェードアウトG];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(52) = -floor((256+helper(40410),var(55))/8)
[State 背景フェードアウトB];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(53) = -floor((256+helper(40410),var(56))/8)

[State 背景フェードインR];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [31,38]
trigger2 = var(10) = 2 && time = [29,36]
var(51) = floor((256+helper(40410),var(51))/8)
[State 背景フェードインG];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [31,38]
trigger2 = var(10) = 2 && time = [29,36]
var(52) = floor((256+helper(40410),var(52))/8)
[State 背景フェードインB];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [31,38]
trigger2 = var(10) = 2 && time = [29,36]
var(53) = floor((256+helper(40410),var(53))/8)


[State 背景フェードアウトR限界]
type = VarSet
trigger1 = var(51) < -256
var(51) = -256
[State 背景フェードアウトG限界]
type = VarSet
trigger1 = var(52) < -256
var(52) = -256
[State 背景フェードアウトB限界]
type = VarSet
trigger1 = var(53) < -256
var(53) = -256

[State 背景]
type = BGPalFX
trigger1 = var(10) = 1 && time < 38
trigger2 = var(10) = 2 && time < 36
time = 1
add = var(51),var(52),var(53)


[State 背景消し]
type = AssertSpecial
trigger1 = var(10) = 1 && time = [8,30]
trigger2 = var(10) = 2 && time = [8,28]
flag = NoFG
flag2= NoBG


;ブレイズ（ライフバー隠す）
[State アニメ]
type = ChangeAnim
trigger1 = var(10) = 10
trigger1 = time = 0
value = 12001
persistent = 0

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 10
Scale = 30,30

;トランス
[State Dトランス]
type = VarSet
triggerall = var(10) = 10
trigger1 = time = 0
var(1) = 256

[State Dフェードイン]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = time = [1,17]
var(1) = -16
[State Dフェードイン]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = time >= 285
trigger1 = var(1) <= 256
var(1) = 16

[State 空アニメ]
type = ChangeAnim
trigger1 = var(10) = 10
trigger1 = var(1) > 256
value = 12000
persistent = 0

[State トランス]
type = Trans
trigger1 = var(10) = 10
trigger1 = Anim = 12001
trans = addalpha
alpha = 256,var(1)

;愛マークセット-------------------------

[State リング（楕円）大]
Type = Helper
Trigger1 = var(10)=1 && time = 0
Trigger2 = var(10)=2 && time = 0
Trigger3 = var(10)=10&& time = 26
StateNo 		= 41760
ID 				= 41761
name 			= "LingB"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,257))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,257))
IgnoreHitPause = 1
Persistent = 0
[State リング（楕円）小]
Type = Helper
Trigger1 = var(10)=1 && time = 1
Trigger2 = var(10)=2 && time = 0
Trigger3 = var(10)=10&& time = 26
StateNo 		= 41760
ID 				= 41762
name 			= "LingB"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,257))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,257))
IgnoreHitPause = 1
Persistent = 0

[State 文字輪　小]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=2 && time = 2
Trigger3 = var(10)=10&& time = 30
StateNo 		= 41770
ID 				= 41771
name 			= "mojiwa1"
PosType 		= P1
facing 			= -1
SuperMoveTime  	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,253))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,253))
IgnoreHitPause = 1
Persistent = 0
[State 文字輪　大]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=2 && time = 2
Trigger3 = var(10)=10&& time = 30
StateNo 		= 41770
ID 				= 41772
name 			= "mojiwa2"
PosType 		= P1
SuperMoveTime  	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,253))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,253))
IgnoreHitPause = 1
Persistent = 0

[State マークA1]
Type = Helper
Trigger1 = var(10)=1 && time = 6
Trigger2 = var(10)=2 && time = 2
Trigger3 = var(10)=10&& time = 30
StateNo 		= 41780
ID 				= 41781
name 			= "MarkA1"
PosType 		= P1
SuperMoveTime  	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,253))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,253))
IgnoreHitPause = 1
Persistent = 0
[State マークA2]
Type = Helper
Trigger1 = var(10)=1 && time = 6
Trigger2 = var(10)=2 && time = 2
Trigger3 = var(10)=10&& time = 30
StateNo 		= 41780
ID 				= 41782
name 			= "MarkA1"
PosType 		= P1
SuperMoveTime  	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,253))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,253))
IgnoreHitPause = 1
Persistent = 0

[State マークBメイン/サブ]
Type = Helper
Trigger1 = var(10)=1 && time = 2
Trigger2 = var(10)=2 && time = 2
Trigger3 = var(10)=10&& time = 28
StateNo 		= 41790
ID 				= 41790
name 			= "MarkB1"
PosType 		= P1
SuperMoveTime  	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,255))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,255))
IgnoreHitPause = 1
Persistent = 0
;愛マークセット-------------------------

[State デス];子ヘルパアニメ不具合（最悪560）対策　親ヘルパを先に消さない。もしくは本体が親になる。
type = DestroySelf
triggerall = NumHelper(41761) = 0
triggerall = NumHelper(41762) = 0
triggerall = NumHelper(41771) = 0
triggerall = NumHelper(41772) = 0
triggerall = NumHelper(41781) = 0
triggerall = NumHelper(41782) = 0
triggerall = NumHelper(41790) = 0
trigger1 = var(10) = 1 && time > 40
trigger2 = var(10) = 2 && time > 38
trigger3 = var(10) = 10&& time > 285 && Anim = 12000


;---------------------------------------------------------------------------
;helper 愛マーク用　リング（楕円）
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;var(4)	トランス用フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(1)サイズX
;fvar(2)サイズY

;ID 41761 大
;ID 41762 小

[Statedef 41760]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 41760
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 41500
trigger2 = var(10) = 2 && root,StateNo = 41600
trigger3 = var(10) = 10&& root,StateNo = 41800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;サイズ-----------------------------
[State 初期サイズ]
type = null
triggerall = time = 0
;10:2
trigger1 = var(10) = 1 && IsHelper(41761)
trigger1 = fvar(0) := 0.5
trigger2 = var(10) = 1 && IsHelper(41762)
trigger2 = fvar(0) := 0.25
;10:1.5
trigger3 = var(10) = 2 && IsHelper(41761)
trigger3 = fvar(0) := 0.5
trigger4 = var(10) = 2 && IsHelper(41762)
trigger4 = fvar(0) := 0.25
;10:2
trigger5 = var(10) = 10&& IsHelper(41761)
trigger5 = fvar(0) := 0.5
trigger6 = var(10) = 10&& IsHelper(41762)
trigger6 = fvar(0) := 0.25

;時間経過サイズ
;トリススフェラ↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(41761)
trigger1 = time >= 1
trigger1 = time <= 11
fvar(0) = 1.2/10
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(41762)
trigger1 = time >= 1
trigger1 = time <= 18
fvar(0) = 0.8/17

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 1
Scale = fvar(0),fvar(0)*0.2

;ウラニオトクソ↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 2
trigger1 = IsHelper(41761)
trigger1 = time >= 1
trigger1 = time <= 11
fvar(0) = 1.2/10
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 2
trigger1 = IsHelper(41762)
trigger1 = time >= 1
trigger1 = time <= 18
fvar(0) = 0.8/17

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 2
Scale = fvar(0),fvar(0)*0.15

;イリオススフェラ↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(41761)
trigger1 = time >= 1
trigger1 = time <= 22
fvar(0) = 1.5/21

[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(41762)
trigger1 = time >= 1
trigger1 = time <= 42
fvar(0) = 1.0/41

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 10
Scale = fvar(0),fvar(0)*0.2
;サイズ-----------------------------

;角度
[State 角度]
type = AngleSet
triggerall = time = 0
trigger1 = var(10) = 1 && IsHelper(41761) && var(2) := -60
trigger2 = var(10) = 1 && IsHelper(41762) && var(2) := 60
trigger3 = var(10) = 2 && IsHelper(41761) && var(2) := -70
trigger4 = var(10) = 2 && IsHelper(41762) && var(2) := 70
trigger5 = var(10) = 10&& IsHelper(41761) && var(2) := -50
trigger6 = var(10) = 10&& IsHelper(41762) && var(2) := 50
value = var(2)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1 && IsHelper(41761) && time >= 13
trigger2 = var(10) = 1 && IsHelper(41762) && time >= 20
trigger3 = var(10) = 2 && IsHelper(41761) && time >= 13
trigger4 = var(10) = 2 && IsHelper(41762) && time >= 20
trigger5 = var(10) = 10&& IsHelper(41761) && time >= 24
trigger6 = var(10) = 10&& IsHelper(41762) && time >= 44
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = time >= 1
trigger2 = time >= 150;保険

;---------------------------------------------------------------------------
;helper 愛マーク用　文字輪*2
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(4)	トランス用フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(0)サイズXY

[Statedef 41770]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = Root,facing = -1
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 41500
trigger2 = var(10) = 2 && root,StateNo = 41600
trigger3 = var(10) = 10&& root,StateNo = 41800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

[State アニメ　輪小]
type = ChangeAnim
trigger1 = IsHelper(41771)
value = 41770
[State アニメ　輪大]
type = ChangeAnim
trigger1 = IsHelper(41772)
value = 41775

;サイズ-----------------------------
;小1.3　大1.05
;時間経過サイズ
;トリススフェラ↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズ　輪小]
type = VarAdd
triggerall = var(10) = 1
trigger1 = IsHelper(41771)
trigger1 = time <= 30
fvar(0) = 1.26/30
[State 時間経過サイズ　輪小]
type = VarAdd
triggerall = var(10) = 1
trigger1 = IsHelper(41771)
trigger1 = time > 66
fvar(0) = 1.3/30

[State 時間経過サイズ　輪大]
type = VarAdd
triggerall = var(10) = 1
trigger1 = IsHelper(41772)
trigger1 = time <= 35
fvar(0) = 1.03/35
[State 時間経過サイズ　輪大]
type = VarAdd
triggerall = var(10) = 1
trigger1 = IsHelper(41772)
trigger1 = time > 66
fvar(0) = 1.00/35

;ウラニオトクソ↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズ　輪小]
type = VarAdd
triggerall = var(10) = 2
trigger1 = IsHelper(41771)
trigger1 = time <= 30
fvar(0) = 1.26/30
[State 時間経過サイズ　輪小]
type = VarAdd
triggerall = var(10) = 2
trigger1 = IsHelper(41771)
trigger1 = time > 54
fvar(0) = 1.3/30

[State 時間経過サイズ　輪大]
type = VarAdd
triggerall = var(10) = 2
trigger1 = IsHelper(41772)
trigger1 = time <= 35
fvar(0) = 1.03/35
[State 時間経過サイズ　輪大]
type = VarAdd
triggerall = var(10) = 2
trigger1 = IsHelper(41772)
trigger1 = time > 54
fvar(0) = 1.00/35

;イリオススフェラ↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズ　輪小]
type = VarAdd
triggerall = var(10) = 10
trigger1 = IsHelper(41771)
trigger1 = time <= 30
fvar(0) = 1.26/30
[State 時間経過サイズ　輪小]
type = VarAdd
triggerall = var(10) = 10
trigger1 = IsHelper(41771)
trigger1 = time > 66
fvar(0) = 1.3/30

[State 時間経過サイズ　輪大]
type = VarAdd
triggerall = var(10) = 10
trigger1 = IsHelper(41772)
trigger1 = time <= 35
fvar(0) = 1.03/35
[State 時間経過サイズ　輪大]
type = VarAdd
triggerall = var(10) = 10
trigger1 = IsHelper(41772)
trigger1 = time > 66
fvar(0) = 1.00/35


[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
;サイズ-----------------------------

;回転-----------------------------

[State 角度]
type = VarAdd
trigger1 = 1
var(2) = 1

[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)

;回転-----------------------------

[State Sフェードイン]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1 && time = 58
trigger2 = var(10) = 2 && time = 44
trigger3 = var(10) = 10&& time = 58
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -18

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = time > 300;保険
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 愛マーク用　マークA*2
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(4)	トランス用フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(0)サイズXY

[Statedef 41780]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 41780
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 41500
trigger2 = var(10) = 2 && root,StateNo = 41600
trigger3 = var(10) = 10&& root,StateNo = 41800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;サイズ-----------------------------

;時間経過サイズ
[State 時間経過サイズ　トリススフェラ]
type = VarAdd
triggerall = var(10) = 1
trigger1 = time >= 1
trigger1 = fvar(0) < 2.01
fvar(0) = 2.01/20

[State 時間経過サイズ　ウラニオトクソ]
type = VarAdd
triggerall = var(10) = 2
trigger1 = time >= 1
trigger1 = fvar(0) < 2.01
fvar(0) = 2.01/20

[State 時間経過サイズ　イリオススフェラ]
type = VarAdd
triggerall = var(10) = 10
trigger1 = time >= 1
trigger1 = fvar(0) < 2.01
fvar(0) = 2.01/20

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
;サイズ-----------------------------

;回転-----------------------------
[State 初期角度]
type = null
triggerall = time = 0
trigger1 = IsHelper(41781)
trigger1 = var(2) := 0
trigger2 = IsHelper(41782)
trigger2 = var(2) := 45

[State トリススフェラ1]
type = VarAdd
trigger1 =  var(10) = 1
trigger1 = time > 0
trigger1 = time < 30
var(2) = 8
[State トリススフェラ2]
type = VarAdd
trigger1 =  var(10) = 1
trigger1 = time >= 30
var(2) = 4

[State ウラニオトクソ1]
type = VarAdd
trigger1 =  var(10) = 2
trigger1 = time > 0
;trigger1 = time < 34
trigger1 = time < 30
var(2) = 8
[State ウラニオトクソ2]
type = VarAdd
trigger1 =  var(10) = 2
;trigger1 = time >= 34
trigger1 = time >= 30
var(2) = 4

[State イリオススフェラ1]
type = VarAdd
trigger1 =  var(10) = 10
trigger1 = time > 0
trigger1 = time < 40
var(2) = 8
[State イリオススフェラ2]
type = VarAdd
trigger1 =  var(10) = 10
trigger1 = time >= 40
var(2) = 4

[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)*ifelse(IsHelper(41781),1,-1)

;回転-----------------------------

[State Sフェードイン]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1 && time = 56
trigger2 = var(10) = 2 && time = 44
trigger3 = var(10) = 10&& time = 58
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -18

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = time > 300;保険
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 愛マーク用　マークBメイン/サブ
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド1用
;var(2)	トランス用Sイクスプロッド2用
;var(3)	トランス用Dイクスプロッド2用
;var(4)	フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(11)サイズXYイクスプロッド用

;facingが変わっても同じ向き

[Statedef 41790]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000
sprpriority = -3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = Root,facing = -1
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 41500
trigger2 = var(10) = 2 && root,StateNo = 41600
trigger3 = var(10) = 10&& root,StateNo = 41800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;イクスプロッド-------------------------
[State マークB　メイン]
type = Explod
Trigger1  = var(10)=1 && time = 0
Trigger2  = var(10)=2 && time = 0
Trigger3  = var(10)=10&& time = 0
Anim 			= 41790
PosType 		= P1
BindTime 		= -1
SprPriority 	= -3
SuperMoveTime  	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,255))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,255))
Persistent = 0
ID = 41791
[State マークB　サブ]
type = Explod
Trigger1  = var(10)=1 && time = 0
Trigger2  = var(10)=2 && time = 0
Trigger3  = var(10)=10&& time = 0
Anim 			= 41795
PosType 		= P1
BindTime 		= -1
SprPriority 	= -3
SuperMoveTime  	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,255))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,255))
Persistent = 0
ID = 41792
;トランス--------------
[State Dトランス];サブ
type = VarSet
trigger1 = time = 0
var(3) = 256

[State Sフェードイン　トリス/ウラニオ];メイン
type = VarAdd
triggerall = var(4) = 0
triggerall = var(0) < 256
trigger1 = var(10) = 1
trigger2 = var(10) = 2
var(0) = 16

[State Sフェードイン　トリス/ウラニオ];サブ
type = VarAdd
triggerall = var(4) = 0
triggerall = var(2) < 256
trigger1 = var(10) = 1
trigger2 = var(10) = 2
var(2) = 16
[State Dフェードイン　トリス/ウラニオ];サブ
type = VarAdd
triggerall = var(4) = 0
triggerall = var(3) < 128
trigger1 = var(10) = 1
trigger2 = var(10) = 2
var(3) = -8

[State Sフェードイン　イリオススフェラ];メイン
type = VarAdd
triggerall = var(4) = 0
triggerall = var(0) < 256
trigger1 = var(10) = 10
var(0) = 8

[State Sフェードイン　イリオススフェラ];サブ
type = VarAdd
triggerall = var(4) = 0
triggerall = var(2) < 256
trigger1 = var(10) = 10
var(2) = 8
[State Dフェードイン　イリオススフェラ];サブ
type = VarAdd
triggerall = var(4) = 0
triggerall = var(3) < 128
trigger1 = var(10) = 10
var(3) = -4


[State Sフェードアウトスイッチ]
type = VarAdd
trigger1 = var(10) = 1 && time = 52
trigger2 = var(10) = 1 && time = 57
trigger3 = var(10) = 2 && time = 50
trigger4 = var(10) = 2 && time = 55
trigger5 = var(10) = 10&& time = 58
trigger6 = var(10) = 10&& time = 63
var(4) = 1


[State Sフェードアウト];メイン
type = VarAdd
trigger1 = var(4) >= 1
var(0) = -26

[State Sフェードアウト];サブ
type = VarAdd
trigger1 = var(4) >= 2
var(2) = -52
[State Dフェードアウト];サブ
type = VarAdd
trigger1 = var(4) >= 2
var(3) = 26
;トランス--------------


;サイズ-----------------------------
[State 初期サイズ]
type = null
triggerall = time = 0
trigger1 = 1 || fvar(11) := 1.5

;3.0-->2.1-->0  helper
;1.5-->1.05-->0 explod

;時間経過サイズ
;トリススフェラ↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 1
trigger1 = time = [1,10]
fvar(11) = -0.45/10
[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 1
trigger1 = time = [11,50]
fvar(11) = -0.05/40
[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 1
trigger1 = time > 50
fvar(11) = -0.05

;ウラニオトクソ↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 2
trigger1 = time = [1,10]
fvar(11) = -0.45/10
[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 2
trigger1 = time = [11,46]
fvar(11) = -0.05/36

[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 2
trigger1 = time > 46
fvar(11) = -0.05

;イリオススフェラ↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 10
trigger1 = time = [1,20]
fvar(11) = -0.45/20
[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 10
trigger1 = time = [20,54]
;trigger1 = fvar(11) > 2.0
fvar(11) = -0.05/34
;fvar(11) = -0.0005

[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 10
trigger1 = time > 54
fvar(11) = -0.05

;サイズ-----------------------------

[State メイン]
type = ModifyExplod
trigger1 = NumExplod(41791)
ID = 41791
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(0),256

[State サブの○]
type = ModifyExplod
trigger1 = NumExplod(41792)
ID = 41792
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(2),var(3)

;イクスプロッド-------------------------

[State 消去　メイン]
type = RemoveExplod
trigger1 = var(4)  >= 1
trigger1 = var(0) <= 0
ID = 41791
[State 消去　サブ]
type = RemoveExplod
trigger1 = var(4)  >= 1
trigger1 = var(2) <= 0
ID = 41792

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = NumExplod(41791) = 0
trigger1 = NumExplod(41792) = 0

;---------------------------------------------------------------------------
;イリオススフェラ
;---------------------------------------------------------------------------
;音がちょっと寂しい

[Statedef 41800]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0
Anim 		= 41800
SprPriority = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State アルカナフォース展開判定]
type = VarSet
trigger1 = time = 0
var(46) = 2

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State se暗転ほわーん]
type = PlaySnd
trigger1 = time = 20
value = s4,3
channel = 3

[State voiceオンバザラダトバン終わりにしよう]
type = PlaySnd
trigger1 = time = 10
value = s116,6
channel = 0
Persistent = 0

[State 画面揺れ]
type = EnvShake
trigger1 = time = 18
time = 60;45
freq = 90
ampl = -5
phase = 90

[State 手ビリビリエフェクト]
Type = Helper
Trigger1 = time = 0
StateNo 		= 41808
ID 				= 41808
name 			= "te"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 285
;PauseMoveTime	= 285
IgnoreHitPause = 1
Persistent = 0

[State 暗転　愛マークセット/イリオススフェラ演出]
Type = Helper
Trigger1 = time = 0
StateNo 		= 41750
ID 				= 41750
name 			= "anten set"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 285
;PauseMoveTime	= 285
IgnoreHitPause = 1
Persistent = 0

[State 足元/手元マークセット]
Type = Helper
Trigger1  = time = 0
StateNo 		= 41710
ID 				= 41710
name 			= "asimoto mark"
PosType 		= P1
;Ownpal 			= 1
SuperMoveTime 	= 285
;PauseMoveTime	= 285
IgnoreHitPause = 1
Persistent = 0

[State 演出　セット1]
Type = Helper
trigger1 = time = 106
StateNo 		= 41850
ID 				= 41850
name 			= "explod you1"
PosType 		= P1
SuperMoveTime  	= 179
;PauseMoveTime 	= 179
IgnoreHitPause = 1
Persistent = 0
[State 演出　セット2]
Type = Helper
trigger1 = time = 106
StateNo 		= 41860
ID 				= 41860
name 			= "explod you2"
PosType 		= P1
SuperMoveTime  	= 179
;PauseMoveTime 	= 179
IgnoreHitPause = 1
Persistent = 0

[State 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 285

[State スーパーポーズ]
type = SuperPause
trigger1 = time = 0;AnimElemTime(8) < 189
time = 285
Movetime = 285
anim = -1
P2DefMul = 1
darken = 0

;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 285
;MoveTime = 285

[State イリオススフェラ(飛び道具)]
Type = Helper
trigger1 = AnimElemTime(8) = 164
StateNo 		= 41810
ID 				= 41810
name 			= "Ioris Sufera"
PosType 		= P1
Pos 			= -15,-250
;Ownpal 			= 1
SuperMoveTime 	= 25
;PauseMoveTime	= 25
IgnoreHitPause = 1
Persistent = 0

[State 0へ]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1


;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper イリオススフェラ　手ビリビリエフェクト
;---------------------------------------------------------------------------
;var(4)	消滅フラグ
;var(5)	ポスX
;var(6)	ポスY

[Statedef 41808]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000;41808
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 色　ピンク]
type = PalFX
trigger1 = 1
add = 30,-100,-10
time = 1
color = 0

[State 消滅フラグ]
type = VarSet
trigger1 = root,StateNo != 41800
trigger2 = root,StateNo = 41800 && root,AnimElemTime(17) >= 0
var(4) = 1
persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 1;0f目にPalFxが効かないのでtime=1から
value = 41808
Persistent = 0

[State 消滅アニメ]
type = ChangeAnim
trigger1 = var(4) = 1
value = 41809
persistent = 0

;ポス-----------------------------

[State ポスXY]
type = null
trigger1 = root,AnimElem = 1
trigger1 = var(5) := -2
trigger1 = var(6) := -70
trigger2 = root,AnimElem = 2
trigger2 = var(5) := -21
trigger2 = var(6) := -90
trigger3 = root,AnimElem = 3
trigger3 = var(5) := -23
trigger3 = var(6) := -100
trigger4 = root,AnimElem = 4
trigger4 = var(5) := -18
trigger4 = var(6) := -95
trigger5 = root,AnimElem = 5
trigger5 = var(5) := -2
trigger5 = var(6) := -70
trigger6 = root,AnimElem = 6
trigger6 = var(5) := -13
trigger6 = var(6) := -80
trigger7 = root,AnimElem = 7
trigger7 = var(5) := 3
trigger7 = var(6) := -90
trigger8 = root,AnimElem = 8
trigger8 = var(5) := 9
trigger8 = var(6) := -123
trigger9 = root,AnimElem = 9
trigger9 = var(5) := -13
trigger9 = var(6) := -80
trigger10= root,AnimElem = 10
trigger10= var(5) := -2
trigger10= var(6) := -70
trigger11= root,AnimElem = 11
trigger11= var(5) := -21
trigger11= var(6) := -90
trigger12= root,AnimElem = 12
trigger12= var(5) := -23
trigger12= var(6) := -100
trigger13= root,AnimElem = 13
trigger13= var(5) := -18
trigger13= var(6) := -95
trigger14= root,AnimElem = 14
trigger14= var(5) := 39
trigger14= var(6) := -87
IgnoreHitPause = 1

[State ポス]
type = PosSet
trigger1 = root,StateNo = 41800 && root,AnimElemTime(17) < 0
x = root,Pos X + var(5)*root,facing
y = root,Pos Y + var(6)
IgnoreHitPause = 1
persistent = 1

;ポス-----------------------------

[State デス]
Type = DestroySelf
trigger1 = anim = 41809
trigger1 = animtime = 0
trigger2 = root,StateNo != 41800;保険

;---------------------------------------------------------------------------
;helper イリオススフェラ　(飛び道具)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(1)	Sトランス用time代わり
;var(4)	フェードアウトスイッチ
;var(37)グレイズ有効時間
;fvar(0)サイズ

[Statedef 41810]
type 		= A
movetype 	= A
physics 	= N
Anim 		= 41810
ctrl 		= 0
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

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

;グレイズ-------------------------

[State グレイズ有効条件]
type =  StateTypeSet
triggerAll = NumEnemy > 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(2) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-140-(EnemyNear,Const(Size.Ground.Front)), 140+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-140, 140-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(2) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-140-(EnemyNear,Const(Size.Ground.Front)), 140+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-140, 140-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(2) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-140-(EnemyNear,Const(Size.Ground.Front)), 140+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-140, 140-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 5

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(2) >= 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = P2Dist X = [-140-(EnemyNear,Const(Size.Ground.Front)), 140+(EnemyNear,Const(Size.Ground.Back))]
triggerall = P2Dist Y = [-140, 140-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1

;グレイズ-------------------------

;サイズ
[State サイズXY]
type = VarSet
trigger1 = time = 0
fvar(0) = 0.1
[State 時間経過サイズ]
type = VarAdd
trigger1 = time >= 20
trigger1 = time < 63
trigger1 = fvar(0) <= 1.5;45f
fvar(0) = 0.0334
IgnoreHitPause = 1

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)
IgnoreHitPause = 1

[State seイリオススフェラ]
type = PlaySnd
trigger1 = time = 20
value = s50,3

[State seぼよよよん]
type = PlaySnd
trigger1 = root,animelem = 14
value = s50,0
persistent = 0
freqmul = 0.8

[State 速度]
type = VelSet
trigger1 = root,animelem = 14
x = 3*((p2dist x)/(abs(p2dist x)+abs(p2dist y)+0.0000001))
y = 3*((p2dist y-15)/(abs(p2dist x)+abs(p2dist y)+0.0000001))
IgnoreHitPause = 1
persistent = 0

[State 飛び道具相殺用ヘルパー]
Type = Helper
Trigger1 = AnimElemTime (2) = 0
StateNo 		= 41815
ID 				= 41815
name 			= "sousai"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0

[State 攻撃イリオススフェラ]
type = HitDef
trigger1 = AnimElemTime (2) >= 0;time >= 65
attr 				= A, HP
damage 				= Ceil(root,FVar(10)*379),Ceil(root,FVar(10)*38)
animtype 			= Hard
getpower 			= 0,0
givepower 			= 30,30
guardflag 			= M
hitflag 			= MAF
priority 			= 7,Hit
hitsound 			= s2 ,2
guardsound 			= s6, 2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,15
ground.slidetime 	= 23	;(省略時0)
ground.hittime 		= 24	;(省略時0)
air.hittime 		= 29	;(省略時20)
guard.pausetime		= 0,15
guard.slidetime 	= 23						;(省略時guard.hittime)
guard.hittime 		= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -0.5,-20
air.velocity 		= -0.5,-18
airguard.velocity 	= -1.1,-5.0

yaccel 				= 0.44
fall 				= 1
;fall.recove 		= 1
fall.recovertime 	= 200

guard.kill 			= 0
ID 					= 41810
P1stateno			= 41811

PalFX.Time 			= 120
PalFX.Add 			= 30,-100,-10

fall.envshake.time 	= 8
fall.envshake.freq 	= 90
fall.envshake.ampl 	= -15
fall.envshake.phase = 90

;トランス　デス
[State Sトランス用time代わり]
type = VarAdd
trigger1 = 1
var(1) = 1
IgnoreHitPause = 1
Persistent = 1

[State Sトランス用]
type = VarSet
trigger1 = 1
fvar(10) = sin(5*(var(1)*pi/180))*28
IgnoreHitPause = 1
Persistent = 1

[State Sトランス]
type = VarSet
trigger1 = 1
var(0) = floor(228+fvar(10))
IgnoreHitPause = 1
Persistent = 1

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State フェードアウトスイッチ]
type = VarSet
trigger1 = MoveGuarded
trigger2 = Root,MoveType = H && (Root,StateNo != [150,159])
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State 相手ガード/親がダメージ　消滅へ]
type = ChangeState
trigger1 = MoveGuarded
trigger2 = Root,MoveType = H && (Root,StateNo != [150,159])
value = 41811
IgnoreHitPause = 1
Persistent = 0

[State デス]
type = DestroySelf
trigger1 = FrontEdgeDist <= -320
trigger2 = Pos Y >= 240
trigger3 = Pos Y < -1000
trigger4 = time > 600

;---------------------------------------------------------------------------
;helper イリオススフェラ　(飛び道具ヒット)
;---------------------------------------------------------------------------
[Statedef 41811]
type 		= A
movetype 	= I
physics 	= N
VelSet 		= 0,0
ctrl 		= 0
anim 		= 12000
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State KOスローなし]
Type = AssertSpecial
Trigger1 = var(4) = 0
flag = nokoslow

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = NumTarget(41810)
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = NumTarget(41810)
fv = 11
value = root,fvar(11)*0.50
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = NumTarget(41810)
fv = 20
value = Root,fvar(20)*0.8
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出]
type = ParentVarSet
Trigger1 = NumTarget(41810)
Trigger1 = RoundState = 2
var(34) = 5
IgnoreHitPause = 1
Persistent = 0
;補正等々--------

;イクスプロッド-------------------------
;相手ガード時になぜかサイズがでかくなってしまうので、見た目をexplodでやる。

[State ヒットアニメ]
type = Explod
Trigger1  = time = 0
anim 			= 41812
postype 		= P1
bindtime 		= -1
sprpriority 	= 2
Persistent = 0
ID = 41812

;サイズ
[State サイズXY]
type = VarSet
trigger1 = time = 0
fvar(11) = 0.75
IgnoreHitPause = 1

[State 時間経過サイズXY]
type = VarAdd
trigger1 = time > 10
fvar(11) = 0.1
IgnoreHitPause = 1

;トランス
[State Sトランス]
type = VarAdd
trigger1 = time <= 20
trigger1 = var(0) < 256
var(0) = 8

[State Sフェードアウト1]
type = VarAdd
trigger1 = time > 30
trigger1 = var(0) > 128
var(0) = ifelse(var(4)=1,-16,-2)
[State Sフェードアウト2]
type = VarAdd
trigger1 = time > 30
trigger1 = var(0) <= 128
trigger1 = var(0) > 0
var(0) = -16

[State ヒットアニメ]
type = ModifyExplod
trigger1 = NumExplod(41812)
ID = 41812
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(0),256

;イクスプロッド-------------------------

[State 消去　ヒットアニメ]
type = RemoveExplod
trigger1 = var(0) < 0
trigger2 = time > 100;保険
ID = 41812

[State デス]
type = DestroySelf
trigger1 = NumExplod(41812) = 0
trigger1 = time >= 1

;---------------------------------------------------------------------------
;helper イリオススフェラ　飛び道具相殺用ヘルパー
;---------------------------------------------------------------------------
[Statedef 41815]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0
Anim 		= 41815
SprPriority = -1

[State 透明]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2= invisible

[State ポス]
Type = BindToParent
trigger1 = NumHelper(41810)
time = 1
Pos = 0,0

;[State サイズ]
;type = AngleDraw
;trigger1 = 1
;scale = 1.5,1.5
;IgnoreHitPause = 1

[State 無敵　打/投]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = 1

[State 飛び道具に当たる]
type = HitBy
trigger1 = 1
value = SCA, AP
time = 1

[State 戻る]
type = HitOverRide
trigger1 = 1
attr = SCA, AP
stateno = 41815
slot = 1
time = 1
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = NumHelper(41810) = 0
trigger2 = NumHelper(41810)
trigger2 = Parent,StateNo = 41811

;---------------------------------------------------------------------------
;helper イリオススフェラ演出　イクスプロード用
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド　パルちゃん本体
;var(1)	トランス用Dイクスプロッド　パルちゃん本体
;var(2)	トランス用Sイクスプロッド　パルちゃんオーラ
;var(4)フェードアウトスイッチ

[Statedef 41850]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000
sprpriority = -15

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポス]
type = PosSet
trigger1 = time = 0
x = root,Pos X
y = root,Pos Y
IgnoreHitPause = 1
Persistent = 0

;イクスプロッド-------------------------
[State フェードアウトスイッチ]
type = VarSet
trigger1 = root,AnimElemTime(17) >= 0
trigger2 = root,StateNo != 41800
var(4) = 1
IgnoreHitPause = 1
Persistent = 0
[State フェードアウトスイッチ]
type = VarSet
trigger1 = NumExplod(41851) = 0
trigger1 = time > 130
var(4) = 2
IgnoreHitPause = 1
Persistent = 0

[State パルちゃん本体]
type = Explod
trigger1 = time = 130
Anim 			= 41871
PosType 		= P1
;pos 			= -35,-230
;scale 			= 0.75,0.75
Pos 			= -35,-230
Scale 			= 1.0,1.0
BindTime 		= 1
SprPriority 	= -2
IgnoreHitPause = 1
Persistent = 0
ID = 41851
[State パルちゃんオーラ]
type = Explod
trigger1 = time = 130
Anim 			= 41870
;pos 			= -35,-230
;scale 			= 0.75,0.75
Pos 			= -35,-230
Scale 			= 1.0,1.0
SprPriority 	= -3
IgnoreHitPause = 1
Persistent = 0
ID = 41852

[State パルちゃん本体　Sトランス]
type  = VarSet
trigger1 = time = 0
var(0) = 256
[State パルちゃん本体　Sフェードアウト]
type  = VarAdd
trigger1 = var(4) >= 1
var(0) = -16
[State パルちゃん本体　Sフェードアウト]
type  = VarAdd
trigger1 = var(4) >= 1
var(1) = 16

[State パルちゃん本体　トランス]
type = ModifyExplod
trigger1 = NumExplod(41851)
ID = 41851
trans = addalpha
alpha = var(0),var(1)
IgnoreHitPause = 1
persistent = 1

[State パルちゃんオーラ　Sフェードアウト]
type  = VarAdd
trigger1 = var(4) = 1
trigger1 = var(2) < 256
var(2) = 26
[State パルちゃんオーラ　Sフェードアウト]
type  = VarAdd
trigger1 = var(4) >= 2
var(2) = -16

[State パルちゃんオーラ　トランス]
type = ModifyExplod
trigger1 = NumExplod(41852)
ID = 41852
trans = addalpha
alpha = var(2),256
IgnoreHitPause = 1
persistent = 1
;イクスプロッド-------------------------

[State パルちゃん本体　消去]
type = RemoveExplod
trigger1 = var(4) >= 1
trigger1 = var(0) < 0
trigger2 = time = 600;保険
ID = 41851
[State パルちゃんオーラ　消去]
type = RemoveExplod
trigger1 = var(4) >= 2
trigger1 = var(2) < 0
trigger2 = time = 600;保険
ID = 41852

[State デス]
type = DestroySelf
trigger1 = time > 130
trigger1 = NumExplod(41851) = 0
trigger1 = NumExplod(41852) = 0

;---------------------------------------------------------------------------
;helper イリオススフェラ演出　セット1
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド
;var(1)	トランス用Dイクスプロッド
;var(4)	フェードアウトスイッチ
;fvar(11)エクスプロードサイズ用1
;fvar(12)エクスプロードサイズ用2

[Statedef 41860]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
sprpriority = 25

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポスXY]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120
IgnoreHitPause = 1
persistent = 1

[State se風]
type = PlaySnd
trigger1 = time = 0
value = s55,2

[State seぶおーん]
type = PlaySnd
trigger1 = time = 60
value = s55,3

[State seほわーん]
type = PlaySnd
trigger1 = time = 70
value = s4,3

;イクスプロッド-------------------------
[State 演出黒バック]
type = Explod
Trigger1  = time = 0
Anim 			= 12001
PosType 		= P1
BindTime 		= -1
Scale 			= 20,20
SprPriority 	= 25
SuperMoveTime 	= 179
;PauseMoveTime 	= 179
Persistent = 0
ID = 41860

[State 演出オーラ]
type = Explod
Trigger1  = time = 0
Anim 			= 41872
PosType 		= P1
Pos 			= -30,-15
BindTime 		= -1
Scale 			= 0.5,0.5
SprPriority 	= 26
SuperMoveTime 	= 179
;PauseMoveTime 	= 179
Persistent = 0
ID = 41872
[State 演出パルちゃん]
type = Explod
Trigger1  = time = 0
Anim 			= 41873
PosType 		= P1
Pos 			= -30,-15
BindTime 		= -1
Scale 			= 0.5,0.5
SprPriority 	= 27
SuperMoveTime 	= 179
;PauseMoveTime 	= 179
Persistent = 0
ID = 41873

[State 演出愛マーク]
type = Explod
Trigger1  = time = 0
Anim 			= 41700
PosType 		= P1
Pos 			= -30,-30
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 28
SuperMoveTime 	= 179
;PauseMoveTime 	= 179
Persistent = 0
ID = 41880

[State 演出玉]
type = Explod
Trigger1  = time = 0
Anim 			= 41881
PosType 		= P1
Pos 			= -30,-30
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 28
SuperMoveTime 	= 179
;PauseMoveTime 	= 179
Persistent = 0
ID = 41881

;トランス--------------------------
[State Dトランス]
type = VarSet
trigger1 = time = 0
var(1) = 256

[State Sフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(0) < 256
trigger1 = time >= 40
var(0) = 16

[State Dフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(1) > 0
trigger1 = time >= 1
var(1) = -16

[State フェードアウトスイッチ]
type = VarSet
trigger1 = time = 130
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16

[State Dフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(1) = 8
;トランス--------------------------

;サイズ--------------------------
[State 愛マーク　サイズXY]
type  = VarSet
trigger1 = time =0
fvar(11) = 0.5
[State 愛マーク　時間経過サイズ]
type  = VarAdd
trigger1 = time >=60
trigger1 = fvar(11) > 0.025
fvar(11) = -0.025

[State 玉　時間経過サイズ]
type  = VarAdd
trigger1 = time >=70
trigger1 = fvar(12) < 0.25
fvar(12) = 0.01
;サイズ--------------------------

[State 黒バック]
type = ModifyExplod
trigger1 = NumExplod(41860)
ID = 41860
trans 			= addalpha
alpha 			=256,var(1)

[State 愛マーク]
type = ModifyExplod
trigger1 = NumExplod(41880)
ID = 41880
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(0),256

[State 玉]
type = ModifyExplod
trigger1 = NumExplod(41881)
ID = 41881
scale 			= fvar(12),fvar(12)
trans 			= addalpha
alpha 			= var(0),256
;イクスプロッド-------------------------

[State 消去　黒バック]
type = RemoveExplod
trigger1 = var(4) >= 1
trigger1 = var(1) > 256
ID = 41860
[State 消去　愛マーク]
type = RemoveExplod
trigger1 = var(4) >= 1
trigger1 = var(0) < 0
ID = 41880
[State 消去　玉]
type = RemoveExplod
trigger1 = var(4) >= 1
trigger1 = var(0) < 0
ID = 41881

[State デス]
type = DestroySelf
trigger1 = var(4) >= 1
trigger1 = NumExplod(41860) = 0
trigger1 = NumExplod(41880) = 0
trigger1 = NumExplod(41881) = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;42000
;雷バンリー

;---------------------------------------------------------------------------
;helper エンスィーム/ファリィム　エフェクト用ヘルパー
;---------------------------------------------------------------------------
;var(4)消滅フラグ
;var(10)技判別
;var(15)イクスプロッド PosX用1
;var(16)イクスプロッド PosY用1
;var(17)イクスプロッド PosX用2
;var(18)イクスプロッド PosY用2

[Statedef 42010]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
SprPriority = 1

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 100 && var(10) :=100;フロントステップ（エンスィーム）
trigger2 = root,StateNo = 290 && var(10) :=290;吹き飛ばし（ファリィム）
trigger3 = root,StateNo = 300 && var(10) :=300;打ち上げ（ファリィム）
IgnoreHitPause = 1
Persistent = 0

[State 消滅フラグ]
type = VarSet
trigger1 = root,StateNo != 100
trigger1 = root,StateNo != 290
trigger1 = root,StateNo != 300
trigger1 = root,StateNo != 320
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State ポス]
type = PosSet
trigger1 = 1
x = root,Pos X
y = root,Pos Y

[State seビリビリ]
type = PlaySnd
trigger1 = time = 0
value = s51,0
channel = 3
Persistent = 0

;イクスプロッド-------------------------
[State ポス用]
type = null
triggerall = time = 0
trigger1 = var(10) = 100
trigger1 = 1 || var(15) :=20
trigger1 = 1 || var(16) :=-65
trigger1 = 1 || var(17) :=0
trigger1 = 1 || var(18) :=-30

trigger2 = var(10) = 290
trigger2 = 1 || var(15) :=-10
trigger2 = 1 || var(16) :=-85
trigger2 = 1 || var(17) :=0
trigger2 = 1 || var(18) :=-30

trigger3 = var(10) = 300
trigger3 = 1 || var(15) :=-5
trigger3 = 1 || var(16) :=-55
trigger3 = 1 || var(17) :=-5
trigger3 = 1 || var(18) :=-10
IgnoreHitPause = 1
Persistent = 0

[State 地面ビリビリ]
type = Explod
trigger1 = var(10) =100 && time = 0
Anim 			= 42011
Postype 		= P1
Pos 			= 20,2
BindTime 		= 1
Scale 			= 0.5,0.5
SprPriority 	= 1
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
ID = 42010

[State 雷エフェクト1]
type = Explod
trigger1 = var(4) = 0
trigger1 = time < 15
trigger1 = time%4 = 2
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= var(15),var(16)
Random 			= 10,10
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
ID = 42011
[State 雷エフェクト2]
type = Explod
trigger1 = var(4) = 0
trigger1 = time < 15
trigger1 = time%4 = 0
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= var(17),var(18)
Random 			= 20,10
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
ID = 42011
;イクスプロッド-------------------------

[State デス]
type = DestroySelf
triggerall = NumExplod(42010) = 0
triggerall = NumExplod(42011) = 0
trigger1 = time >= 15
trigger2 = var(4) = 1

;---------------------------------------------------------------------------
;スカルトエルム
;---------------------------------------------------------------------------
[Statedef 42100]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,42101,42100)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(9) < 0
triggerall = statetype = A
trigger1 = time >= 1
trigger1 = time%60 = 0
x = 0.9
y = 0.9

[State voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s115,0+random%3
channel = 0
Persistent = 0

[State seビリビリ]
type = PlaySnd
trigger1 = AnimElem = 3
value = s51,0

[State 雷エフェクト1]
type = Explod
trigger1 = time%6 = 3
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(5) < 0
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 10,-80-(15*statetype=A)
Random 			= 10,20
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
[State 雷エフェクト2]
type = Explod
trigger1 = time%6 = 0
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(5) < 0
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 0,-25-(15*statetype=A)
Random 			= 20,10
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1

[State 足元エフェクト]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
trigger1 = statetype = A
StateNo 		= 20900
ID 				= 42101
name 			= "ring"
PosType 		= P1
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 雷　手元マーク]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 42150
ID 				= 42150
name 			= "Efect"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 飛び道具]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 42110
ID 				= 42110
name 			= "Skaruto Elm"
PosType 		= P1
Pos 			= ceil(p2dist x),-ceil(pos y)
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中スカルトエルム　状態]
type = StateTypeSet
trigger1 = (Anim = 42101 || Anim = 42106) && AnimElemTime(10) = 0
Physics = A

[State 空中スカルトエルム　コントロール]
type = CtrlSet
trigger1 = (Anim = 42101 || Anim = 42106) && AnimElemTime(10) = 0
value = 1

[State 空中スカルトエルム　ポスY限界]
type = PosSet
trigger1 = (Anim = 42101 || Anim = 42106) && AnimElemTime(10) <= 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中スカルトエルム　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 42101 || Anim = 42106)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上スカルトエルム終了　0へ]
type = ChangeState
trigger1 = (Anim = 42100 || Anim = 42105) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper スカルトエルム(飛び道具)
;---------------------------------------------------------------------------
;var(0)	トランス用S　イクスプロッド用
;var(4)	フェードアウトスイッチ、消滅フラグ
;var(37)アルカナ技　グレイズ有効時間
;fvar(11)イクスプロッド用サイズ

[Statedef 42110]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 42110
SprPriority = 1

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State アタックディスト]
type = AttackDist
trigger1 = AnimElemTime(1) < 13
value = 0
[State アタックディスト]
type = AttackDist
triggerall = var(4) = 0
trigger1 = AnimElemTime(1) >= 13
value = root,const(size.attack.dist)

[State 消滅フラグ]	;発動前　本体ダメージ/ガード
type = VarSet		;発動後　グレイズ判定中、本体ダメージ
triggerall = var(4) <= 1
trigger1 = time < 18
trigger1 = root,MoveType = H
trigger2 = time >= 18
trigger2 = var(37)
trigger2 = root,MoveType = H && (Root,StateNo != [150,159])
var(4) = 1
Persistent = 0
[State エフェクト　フェードアウトスイッチ　雷撃エフェクト]
type = VarSet
trigger1 = time = 36 && var(4) != 3
var(4) = 2
Persistent = 0
[State エフェクト　サイズ縮小スイッチ　雷撃マークエフェクト]
type = VarSet
trigger1 = time >= 38
trigger2 = time < 38 && var(4) = 1
var(4) = 3
Persistent = 0

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerAll = NumEnemy > 0
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = (EnemyNear,StateNo) = [100,119]
trigger2 = var(4) >= 1
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = var(4) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = var(4) = 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-7-(EnemyNear,Const(Size.Ground.Front)), 7+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
Pos 			= 0, EnemyNear,Const(Size.mid.Pos.Y)
PosType 		= P2
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = var(4) = 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-7-(EnemyNear,Const(Size.Ground.Front)), 7+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
Pos 			= 0, EnemyNear,Const(Size.mid.Pos.Y)
PosType 		= P2
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = var(4) = 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-7-(EnemyNear,Const(Size.Ground.Front)), 7+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 5

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-7-(EnemyNear,Const(Size.Ground.Front)), 7+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

;イクスプロッド-------------------------
[State 雷撃マークエフェクト]
type = Explod
triggerall = var(4) = 0
Trigger1  = time = 0
Anim 			= 42115
PosType 		= P1
Pos 			= 0,5
BindTime 		= -1
RemoveTime 		= -1
Trans 			= add
SprPriority 	= -1
Persistent = 0
ID = 42115

[State 雷撃根元エフェクト]
type = Explod
triggerall = var(4) = 0
trigger1 = Animelem = 2
Anim 			= 42112
PosType 		= P1
Pos 			= 0,-33
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42112

[State 雷撃エフェクト1]	;サイズＹ318/2=159 159*5=795
type = Explod			;雷撃見た目 アルカナステージの高さ約Ｙ800まで
triggerall = var(4) = 0
trigger1 = Animelem = 2
Anim 			= 42111
PosType 		= P1
Pos 			= 0,-33
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42111
[State 雷撃エフェクト2]
type = Explod
triggerall = var(4) = 0
trigger1 = Animelem = 2
Anim 			= 42111
PosType 		= P1
Pos 			= 0,-33-(159*1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42111
[State 雷撃エフェクト3]
type = Explod
triggerall = var(4) = 0
trigger1 = Animelem = 2
Anim 			= 42111
PosType 		= P1
Pos 			= 0,-33-(159*2)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42111
[State 雷撃エフェクト4]
type = Explod
triggerall = var(4) = 0
trigger1 = Animelem = 2
Anim 			= 42111
PosType 		= P1
Pos 			= 0,-33-(159*3)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42111
[State 雷撃エフェクト5]
type = Explod
triggerall = var(4) = 0
trigger1 = Animelem = 2
Anim 			= 42111
PosType 		= P1
Pos 			= 0,-33-(159*4)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42111
[State 雷撃エフェクト6]
type = Explod
triggerall = var(4) = 0
trigger1 = Animelem = 2
Anim 			= 42111
PosType 		= P1
Pos 			= 0,-33-(159*5)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42111

;サイズ----------------
;時間経過サイズ　雷撃マークエフェクト
[State XY]
type = VarAdd
triggerall = var(4) = 0
trigger1 = fvar(11) < 0.5
fvar(11) = 0.05
[State XY]
type = VarAdd
triggerall = var(4) = 3
trigger1 = fvar(11) > 0
fvar(11) = -0.05

;サイズ----------------

;トランス--------------
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) >= 2
var(0) = -64
;トランス--------------

[State 雷撃マークエフェクト]
type = ModifyExplod
trigger1 = NumExplod(42115)
ID = 42115
scale 			= fvar(11),fvar(11)
[State 雷撃根元エフェクト]
type = ModifyExplod
trigger1 = NumExplod(42112)
ID = 42112
trans 			= addalpha
alpha 			= var(0),256
[State 雷撃エフェクト]
type = ModifyExplod
trigger1 = NumExplod(42111)
ID = 42111
trans 			= addalpha
alpha 			= var(0),256

[State 消去　雷撃マークエフェクト]
type = RemoveExplod
trigger1 = var(4) >= 2
trigger1 = fvar(11) <= 0
trigger2 = var(4) = 1
ID = 42115
[State 消去　雷撃根元エフェクト]
type = RemoveExplod
trigger1 = var(4) >= 2
trigger1 = var(0) <= 0
trigger2 = var(4) = 1
ID = 42112
[State 消去　雷撃エフェクト]
type = RemoveExplod
trigger1 = var(4) >= 2
trigger1 = var(0) <= 0
trigger2 = var(4) = 1
ID = 42111

;イクスプロッド-------------------------

[State seドーン]
type = PlaySnd
triggerall = var(4) = 0
trigger1 = Animelem = 2
value = s51,1
Persistent = 0

[State 攻撃スカルトエルム]
type = HitDef
triggerall = var(4) = 0
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
attr 				= A, SP
damage 				= Ceil(root,FVar(10)*19),Ceil(root,FVar(10)*2)
animtype 			= Hard
getpower 			= ceil(10*root,fvar(21)),ceil(10*root,fvar(21))
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
;hitsound 			= s51,2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High
air.type 			= Low

pausetime 			= 0,0
ground.slidetime 	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime 	= 0,5
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= 0,ifelse(AnimElemTime(3) < 0,-7.2,-6.5)
air.velocity 		= 0,ifelse(AnimElemTime(3) < 0,-7.2,-6.5)
guard.velocity 		= ifelse(AnimElemTime(6) < 0,0,-5)
airguard.velocity 	= ifelse(AnimElemTime(6) < 0,0,-1),ifelse(AnimElemTime(3) < 0,-8.5,-7.6)

yaccel 				= 0.44
fall 				= 1
fall.recovertime 	= Ceil(root,fvar(20)*15)

guard.kill 			= 0
ID 					= 42110

PalFX.Time 			= 60
PalFX.Add 			= -80,-80,30
PalFX.SinAdd 		= 80,80,-30,180

[State seヒット];一回のみ
type = PlaySnd
trigger1 = MoveHit
value = s51,2
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク--------------------
[State ヒットエフェクト]
type = Explod
Trigger1 = MoveHit
Trigger1 = NumTarget(42110)
trigger1 = target(42110),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
Anim 			= 42090
PosType 		= P2
Pos 			= 0,Target(42110),Const(size.mid.pos.Y)-15
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
Triggerall = MoveHit
Triggerall = NumTarget(42110)
Trigger1 = target(42110),time=0
var(14) = 1
IgnoreHitPause = 1
Persistent = 1

[State 基本攻撃力]
type = ParentVarSet
Triggerall = MoveHit
Triggerall = NumTarget(42110)
Trigger1 = target(42110),time=0
fvar(11) = root,fvar(11)*0.95
IgnoreHitPause = 1
Persistent = 1

[State 受け身不能時間]
type = ParentVarSet
Triggerall = MoveHit
Triggerall = NumTarget(42110)
Trigger1 = target(42110),time=0
fvar(20) = root,fvar(20)*0.99
IgnoreHitPause = 1
Persistent = 1

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 1
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

[State デス]
type = DestroySelf
triggerall = NumExplod(42111) = 0
triggerall = NumExplod(42112) = 0
triggerall = NumExplod(42115) = 0
trigger1 = AnimElemTime(8) > 0
trigger1 = NumTarget(42110) = 0
trigger2 = var(4) >= 1

;---------------------------------------------------------------------------
;helper スカルトエルム　雷　手元マーク
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド用1
;var(1)	トランス用Dイクスプロッド用1
;var(2)	トランス用Sイクスプロッド用2
;var(4)	フェードアウトスイッチ

[Statedef 42150]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
sprpriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポス]
Type = PosSet
trigger1 = root,StateNo = 42100
trigger1 = root,AnimElemTime(9) < 0
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)

;イクスプロッド-------------------------
;0.4 :1.0
;0.12:0.3
;0.1 :0.25

[State マークA]
type = Explod
Trigger1  = time = 0
Anim 			= 42721
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.12,0.3
SprPriority 	= 2
Persistent = 0
ID = 42151
[State マークB]
type = Explod
Trigger1  = time = 0
Anim 			= 42737
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.12,0.3
SprPriority 	= 2
Persistent = 0
ID = 42151
[State マークC]
type = Explod
Trigger1  = time = 0
Anim 			= 42746
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.12,0.3
SprPriority 	= 2
Persistent = 0
ID = 42151

[State マーク　サブ○]
type = Explod
Trigger1  = time = 0
Anim 			= 42795
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.1,0.25
SprPriority 	= 2
Persistent = 0
ID = 42152

;トランス--------------
[State Dトランス];マークABC
type = VarSet
trigger1 = time = 0
var(1) = 256

[State Sフェードイン];マークABC
type = VarAdd
trigger1 = time <= 3
var(0) = 64
[State Dフェードイン];マークABC
type = VarAdd
trigger1 = time <= 3
var(1) = -8

[State Sフェードイン];サブ
type = VarAdd
trigger1 = time <= 3
var(2) = 32

[State フェードアウトスイッチ]
type = VarSet
trigger1 = root,StateNo != 42100
trigger2 = time >= 20
trigger3 = root,AnimElemTime(9) = 0
var(4) = 1
Persistent = 0

[State Sフェードアウト];マークABC
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32
[State Dフェードアウト];マークABC
type = VarAdd
trigger1 = var(4) = 1
var(1) = 4

[State Sフェードアウト];サブ
type = VarAdd
trigger1 = var(4) = 1
var(2) = -16
;トランス--------------

[State マークABC]
type = ModifyExplod
trigger1 = NumExplod(42151)
ID = 42151
trans 			= addalpha
alpha 			= var(0),var(1)
[State マークサブ]
type = ModifyExplod
trigger1 = NumExplod(42152)
ID = 42152
trans 			= addalpha
alpha 			= var(2),256

[State 消去　マークABC]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(0) <= 0
ID = 42151
[State 消去　マークサブ]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(2) <= 0
ID = 42152

;イクスプロッド-------------------------

[State デス]
type = DestroySelf
trigger1 = NumExplod(42151) = 0
trigger1 = NumExplod(42152) = 0

;---------------------------------------------------------------------------
;クリィーオフ(相殺後・ガーキャン6Ｄ中)
;---------------------------------------------------------------------------
;無敵有　発生速い　ワイヤー

[Statedef 42200]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State 無敵　打/飛び]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = ,AA,AP
time = 1
IgnoreHitPause = 1

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,42201,42200)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(9) < 0
triggerall = statetype = A
trigger1 = time >= 1
trigger1 = time%60 = 0
x = 0.9
y = 0.9

[State voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s115,0+random%3
channel = 0
Persistent = 0

[State seビリビリ]
type = PlaySnd
trigger1 = AnimElem = 3
value = s51,0

[State 雷エフェクト1]
type = Explod
trigger1 = time%3 = 0
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(5) < 0
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 10,-80-(15*statetype=A)
Random 			= 10,20
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
[State 雷エフェクト2]
type = Explod
trigger1 = time%6 = 3
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(5) < 0
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 0,-25-(15*statetype=A)
Random 			= 20,10
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1

[State 足元エフェクト]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
trigger1 = StateType = A
StateNo 		= 20900
ID 				= 42201
name 			= "ring"
PosType 		= P1
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 雷　手元マーク]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 42250
ID 				= 42250
name 			= "Efect"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 飛び道具]
Type = Helper
Trigger1 = animelem = 4
StateNo 		= 42210
ID 				= 42211
name 			= "Kuriof"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中クリィーオフ　状態]
type = StateTypeSet
trigger1 = (Anim = 42201 || Anim = 42206) && AnimElemTime(10) = 0
Physics = A

[State 空中クリィーオフ　コントロール]
type = CtrlSet
trigger1 = (Anim = 42201 || Anim = 42206) && AnimElemTime(11) = 0
value = 1

[State 空中クリィーオフ　ポスY限界]
type = PosSet
trigger1 = (Anim = 42201 || Anim = 42206) && AnimElemTime(10) <= 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中クリィーオフ　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 42201 || Anim = 42206)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上クリィーオフ終了　0へ]
type = ChangeState
trigger1 = (Anim = 42200 || Anim = 42205) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;クリィーオフ(飛び道具)
;---------------------------------------------------------------------------
;var(37)アルカナ技　グレイズ有効時間

[Statedef 42210]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
anim 		= 42210
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerall = NumEnemy > 0
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-85-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-10, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Pos 			= floor(P2Dist X-EnemyNear,Const(Size.Ground.Front)), 0
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-85-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-10, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= floor(P2Dist X-EnemyNear,Const(Size.Ground.Front)), 0
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-85-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-10, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(3) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-85-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-10, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 17
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 18
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State ポス]
Type = PosSet
triggerall = root,AnimElemTime(9) < 0
trigger1 = root,StateNo = 42200
x = (root,Pos X)+95*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)

[State seドーン]
type = PlaySnd
trigger1 = time = 0
value = s51,1

[State 攻撃　相殺後・ガーキャン6Ｄ中]
type = HitDef
trigger1 = IsHelper(42211)
trigger1 = AnimElem = 2
attr 				= A, SP
damage 				= Ceil(root,FVar(10)*121),Ceil(root,FVar(10)*12)
animtype 			= Hard
getpower 			= ceil(60*root,fvar(21)),ceil(60*root,fvar(21))
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 7,Hit
hitsound 			= s51,2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High
air.type 			= Low

pausetime 			= 0,5
ground.slidetime 	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime 	= 0,5
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -4
air.velocity 		= -2.2,-6.5
airguard.velocity 	= -1.1,-4.3

yaccel 				= 0.44
Air.fall 			= 1
fall.recovertime 	= Ceil(root,fvar(20)*30+15)

guard.kill 			= 0
ID 					= 42210
p1facing 			= 1
p2facing 			= 1

PalFX.Time 			= 60
PalFX.Add 			= -80,-80,30
PalFX.SinAdd 		= 80,80,-30,180

[State 相手復帰可能時間カウントダウン用]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = EnemyNear,stateno = 293
var(25) = Ceil(root,fvar(20)*60)
IgnoreHitPause = 1
persistent = 0

[State 相手ロック]
type = TargetState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = NumTarget(42210)
triggerall = !Target(42210),IsHelper
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 293
ID = 42210
IgnoreHitPause = 1
persistent = 0

[State 相手空中受身エフェクト用]
Type = Helper
trigger1 = root,var(25)
trigger1 = NumHelper(20918) = 0
StateNo 		= 20918
ID 				= 20918
name 			= "A recover"
PosType 		= P2
OwnPal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク--------------------
[State ヒットエフェクト]
type = Explod
Trigger1 = MoveHit
Trigger1 = NumTarget(42210)
trigger1 = target(42210),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
Anim 			= 42090
PosType 		= P2
Pos 			= 0,Target(42210),Const(size.mid.pos.Y)-15
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.83
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 1
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

[State デス]
type = DestroySelf
trigger1 = AnimElemTime(8) >= 3
trigger1 = NumTarget(42210) = 0
trigger2 = Parent,MoveType = H

;---------------------------------------------------------------------------
;helper クリィーオフ　雷　手元マーク
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド用1
;var(1)	トランス用Dイクスプロッド用1
;var(2)	トランス用Sイクスプロッド用2
;var(4)	フェードアウトスイッチ

[Statedef 42250]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
sprpriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポス]
Type = PosSet
triggerall = root,AnimElemTime(8) < 3
trigger1 = root,StateNo = 42200
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)

;イクスプロッド-------------------------
[State マークA]
type = Explod
Trigger1  = time = 0
Anim 			= 42721
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.12,0.3
SprPriority 	= 2
Persistent = 0
ID = 42251
[State マークB]
type = Explod
Trigger1  = time = 0
Anim 			= 42737
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.12,0.3
SprPriority 	= 2
Persistent = 0
ID = 42251
[State マークC]
type = Explod
Trigger1  = time = 0
Anim 			= 42746
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.12,0.3
SprPriority 	= 2
Persistent = 0
ID = 42251

[State マーク　サブ○]
type = Explod
Trigger1  = time = 0
Anim 			= 42795
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.1,0.25
SprPriority 	= 2
Persistent = 0
ID = 42252

;トランス--------------
[State Dトランス];マークABC
type = VarSet
trigger1 = time = 0
var(1) = 256

[State Sフェードイン];マークABC
type = VarAdd
trigger1 = time <= 3
var(0) = 64
[State Dフェードイン];マークABC
type = VarAdd
trigger1 = time <= 3
var(1) = -8

[State Sフェードイン];サブ
type = VarAdd
trigger1 = time <= 3
var(2) = 32

[State フェードアウトスイッチ]
type = VarSet
trigger1 = root,StateNo != 42200
trigger2 = root,StateNo = 42200 && root,AnimElemTime(8) >= 3
var(4) = 1
Persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32
[State Dフェードアウト];マークABC
type = VarAdd
trigger1 = var(4) = 1
var(1) = 4

[State Sフェードアウト];サブ
type = VarAdd
trigger1 = var(4) = 1
var(2) = -16
;トランス--------------

[State マークABC]
type = ModifyExplod
trigger1 = NumExplod(42251)
ID = 42251
trans 			= addalpha
alpha 			= var(0),var(1)
[State マークサブ]
type = ModifyExplod
trigger1 = NumExplod(42252)
ID = 42252
trans 			= addalpha
alpha 			= var(2),256

[State 消去　雷撃マークエフェクト]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(0) <= 0
ID = 42251
[State 消去　マークサブ]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(2) <= 0
ID = 42252

;イクスプロッド-------------------------

[State デス]
type = DestroySelf
trigger1 = NumExplod(42251) = 0
trigger1 = NumExplod(42252) = 0

;---------------------------------------------------------------------------
;フェアルグロルグ奧方向
;---------------------------------------------------------------------------
;発生：（暗転）36
;ダメージ：500×15

[Statedef 42500]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State パワー]
type = PowerAdd
trigger1 = time = 0
value = -1000
IgnoreHitPause = 1
Persistent = 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,42501,42500)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(13) < 0
triggerall = statetype = A
trigger1 = time >= 42
trigger1 = time%30 = 0
x = 0.9
y = 0.9

[State se暗転]
type = PlaySnd
trigger1 = time = 0
value = s4,1
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 0
value = s115,3+random%3
channel = 0
Persistent = 0

[State 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 42

;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 42
;MoveTime = 42

[State スパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 42
MoveTime = 42
anim = -1
P2DefMul = 1
darken = 0

[State 空中　暗転中ポス固定]
Type = PosFreeze
Trigger1 = statetype = A
Trigger1 = time < 42
Value = 1

[State 暗転　雷マークセット]
Type = Helper
trigger1 = time = 0
StateNo 		= 42750
ID 				= 42750
name 			= "anten mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime  	= 42
;PauseMoveTime 	= 42
IgnoreHitPause = 1
Persistent = 0

[State 足元/手元マークセット]
Type = Helper
Trigger1  = AnimElemTime(4) = 0
StateNo 		= 42710
ID 				= 42710
name 			= "asimoto mark"
PosType 		= P1
SuperMoveTime 	= 10
IgnoreHitPause = 1
Persistent = 0

[State 雷エフェクト1]
type = Explod
trigger1 = time%3 = 0
trigger1 = AnimElemTime(1) > 0
trigger1 = AnimElemTime(10) < 0
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 10,-80-(15*statetype=A)
Random 			= 10,20
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveonGetHit 	= 1
SprPriority 	= 3
SuperMoveTime  	= 42-time
;PauseMoveTime 	= 42-time
IgnoreHitPause = 1
[State 雷エフェクト2]
type = Explod
trigger1 = time%6 = 3
trigger1 = AnimElemTime(1) > 0
trigger1 = AnimElemTime(10) < 0
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 0,-25-(15*statetype=A)
Random 			= 20,10
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveonGetHit 	= 1
SprPriority 	= 3
SuperMoveTime  	= 42-time
;PauseMoveTime 	= 42-time
IgnoreHitPause = 1

[State seビリビリ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s51,0

[State フェアルグロルグ(飛び道具)1]
Type = Helper
Trigger1 = AnimElemTime(8) = 1
StateNo 		= 42510
ID 				= 42511
name 			= "feal 1"
PosType 		= P1
Pos 			= ceil(p2dist x),-ceil(pos y)
;Ownpal 		= 1
IgnoreHitPause = 1
Persistent = 0
[State フェアルグロルグ(飛び道具)2]
Type = Helper
Trigger1 = AnimElemTime(8) = 1
StateNo 		= 42510
ID 				= 42512
name 			= "feal 2"
PosType 		= P1
Pos 			= ceil(p2dist x),-ceil(pos y)
;Ownpal 		= 1
IgnoreHitPause = 1
Persistent = 0
[State フェアルグロルグ(飛び道具)3]
Type = Helper
Trigger1 = AnimElemTime(8) = 1
StateNo 		= 42510
ID 				= 42513
name 			= "feal 3"
PosType 		= P1
Pos 			= ceil(p2dist x),-ceil(pos y)
;Ownpal 		= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中フェアルグロルグ　状態]
type = StateTypeSet
trigger1 = (Anim = 42501 || Anim = 42506) && AnimElemTime(14) = 0
Physics = A

[State 空中フェアルグロルグ　コントロール]
type = CtrlSet
trigger1 = (Anim = 42501 || Anim = 42506) && AnimElemTime(14) = 0
value = 1

[State 空中フェアルグロルグ　ポスY限界]
type = PosSet
trigger1 = (Anim = 42501 || Anim = 42506) && AnimElemTime(14) < 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中フェアルグロルグ　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 42501 || Anim = 42506)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上フェアルグロルグ終了　0へ]
type = ChangeState
trigger1 = (Anim = 42500 || Anim = 42505) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;フェアルグロルグ手前方向
;---------------------------------------------------------------------------
[Statedef 42502]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State パワー]
type = PowerAdd
trigger1 = time = 0
value = -1000
IgnoreHitPause = 1
Persistent = 0

;[State フォース展開時パワー]
;type = VarAdd
;trigger1 = var(46) = 1
;trigger1 = time = 0
;var(47) = -1000
;IgnoreHitPause = 1
;Persistent = 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,42501,42500)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(13) < 0
triggerall = statetype = A
trigger1 = time >= 42
trigger1 = time%30 = 0
x = 0.9
y = 0.9

[State se暗転]
type = PlaySnd
trigger1 = time = 0
value = s4,1
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 0
value = s115,3+random%3
channel = 0
Persistent = 0

[State 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 42

;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 42
;MoveTime = 42

[State スパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 42
MoveTime = 42
anim = -1
P2DefMul = 1
darken = 0

[State 空中　暗転中ポス固定]
Type = PosFreeze
Trigger1 = statetype = A
Trigger1 = time < 42
Value = 1

[State 暗転　雷マークセット]
Type = Helper
trigger1 = time = 0
StateNo 		= 42750
ID 				= 42750
name 			= "anten mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime  	= 42
;PauseMoveTime 	= 42
IgnoreHitPause = 1
Persistent = 0

[State 足元/手元マークセット]
Type = Helper
Trigger1  = AnimElemTime(4) = 0
StateNo 		= 42710
ID 				= 42710
name 			= "asimoto mark"
PosType 		= P1
SuperMoveTime 	= 10
IgnoreHitPause = 1
Persistent = 0

[State 雷エフェクト1]
type = Explod
trigger1 = time%3 = 0
trigger1 = AnimElemTime(1) > 0
trigger1 = AnimElemTime(10) < 0
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 10,-80-(15*statetype=A)
Random 			= 10,20
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveonGetHit 	= 1
SprPriority 	= 3
SuperMoveTime  	= 42-time
;PauseMoveTime 	= 42-time
IgnoreHitPause = 1
[State 雷エフェクト2]
type = Explod
trigger1 = time%6 = 3
trigger1 = AnimElemTime(1) > 0
trigger1 = AnimElemTime(10) < 0
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 0,-25-(15*statetype=A)
Random 			= 20,10
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveonGetHit 	= 1
SprPriority 	= 3
SuperMoveTime  	= 42-time
;PauseMoveTime 	= 42-time
IgnoreHitPause = 1

[State seビリビリ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s51,0

[State フェアルグロルグ(飛び道具)1]
Type = Helper
Trigger1 = AnimElemTime(8) = 1
StateNo 		= 42510
ID 				= 42514
name 			= "feal 1"
PosType 		= P1
Pos 			= ceil(p2dist x),-ceil(pos y)
;Ownpal 		= 1
IgnoreHitPause = 1
Persistent = 0
[State フェアルグロルグ(飛び道具)2]
Type = Helper
Trigger1 = AnimElemTime(8) = 1
StateNo 		= 42510
ID 				= 42515
name 			= "feal 2"
PosType 		= P1
Pos 			= ceil(p2dist x),-ceil(pos y)
;Ownpal 		= 1
IgnoreHitPause = 1
Persistent = 0
[State フェアルグロルグ(飛び道具)3]
Type = Helper
Trigger1 = AnimElemTime(8) = 1
StateNo 		= 42510
ID 				= 42516
name 			= "feal 3"
PosType 		= P1
Pos 			= ceil(p2dist x),-ceil(pos y)
;Ownpal 		= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中フェアルグロルグ　状態]
type = StateTypeSet
trigger1 = (Anim = 42501 || Anim = 42506) && AnimElemTime(14) = 0
Physics = A

[State 空中フェアルグロルグ　コントロール]
type = CtrlSet
trigger1 = (Anim = 42501 || Anim = 42506) && AnimElemTime(14) = 0
value = 1

[State 空中フェアルグロルグ　ポスY限界]
type = PosSet
trigger1 = (Anim = 42501 || Anim = 42506) && AnimElemTime(14) < 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中フェアルグロルグ　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 42501 || Anim = 42506)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上フェアルグロルグ終了　0へ]
type = ChangeState
trigger1 = (Anim = 42500 || Anim = 42505) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper フェアルグロルグ(飛び道具待期)
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド用
;var(4)	消滅フラグ
;var(10)技判別
;var(35)タイム代用
;fvar(11)イクスプロッド用サイズ

;ID 42511 奥方向1
;ID 42512 奥方向2
;ID 42513 奥方向3
;ID 42514 手前方向1
;ID 42515 手前方向2
;ID 42516 手前方向3

[Statedef 42510]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 12000
SprPriority = 1

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

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

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State 技判別　奥]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(42511);1
trigger2 = IsHelper(42512);2
trigger3 = IsHelper(42513);3
var(10) = 1
[State 技判別　手前]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(42514);1
trigger2 = IsHelper(42515);2
trigger3 = IsHelper(42516);3
var(10) = -1

[State ポス];2
type = PosAdd
triggerall = time = 0
trigger1 = IsHelper(42512)
trigger2 = IsHelper(42515)
x = 50*var(10)
[State ポス];3
type = PosAdd
triggerall = time = 0
trigger1 = IsHelper(42513)
trigger2 = IsHelper(42516)
x = 100*var(10)

[State 消滅フラグ　本体ダメージ/ガード]
type = VarSet
triggerall = var(4) <= 1
trigger1 = var(35) = 0
trigger1 = root,MoveType = H
trigger2 = var(35)
trigger2 = root,MoveType = H && (Root,StateNo != [150,159])
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

;イクスプロッド-------------------------
[State 雷撃マークエフェクト　1発目待機中用]
type = Explod
trigger1 = IsHelper(42511) && time = 0
trigger2 = IsHelper(42514) && time = 0
Anim 			= 42520
PosType 		= P1
Pos 			= 0,5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
Persistent = 0
ID = 42520
[State 雷撃マークエフェクト　1発目待機中点滅用]
type = Explod
trigger1 = IsHelper(42511) && time = 10
trigger2 = IsHelper(42514) && time = 10
Anim 			= 42521
PosType 		= P1
Pos 			= 0,5
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
Persistent = 0
ID = 42521
[State 雷撃マークエフェクト　1発目発動]
type = Explod
triggerall = time >= 22 && (Parent,command != "holdz")
trigger1 = IsHelper(42511)
trigger2 = IsHelper(42514)
Anim 			= 42522
PosType 		= P1
Pos 			= 0,5
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
Trans 			= add
SprPriority 	= -1
Persistent = 0
ID = 42522

[State 雷撃マークエフェクト　2,3発目用]
type = Explod
trigger1 = IsHelper(42512) && var(35) >= 22
trigger2 = IsHelper(42515) && var(35) >= 22
trigger3 = IsHelper(42513) && var(35) >= 52
trigger4 = IsHelper(42516) && var(35) >= 52
Anim 			= 42523
PosType 		= P1
Pos 			= 0,5
BindTime 		= -1
RemoveTime 		= -1
Trans 			= add
SprPriority 	= -1
Persistent = 0
ID = 42523

;サイズ----------------
;時間経過サイズ　雷撃マークエフェクト
[State XY]
type = VarAdd
triggerall = fvar(11) < 0.5
trigger1 = NumExplod(42520) && IsHelper(42511)
trigger2 = NumExplod(42520) && IsHelper(42514)
fvar(11) = 0.05
[State XY]
type = VarAdd
triggerall = var(4) < 2
triggerall = fvar(11) < 0.5
trigger1 = NumExplod(42523) && IsHelper(42512)
trigger2 = NumExplod(42523) && IsHelper(42515)
trigger3 = NumExplod(42523) && IsHelper(42513)
trigger4 = NumExplod(42523) && IsHelper(42516)
fvar(11) = 0.1
;サイズ----------------

;トランス--------------
[State Sトランス　点滅]
type  = VarSet
trigger1 = NumExplod(42521) && IsHelper(42511)
trigger2 = NumExplod(42521) && IsHelper(42514)
var(0) = floor(128+sin((time -10)*0.2)*128)		;0〜256ぐらい
;トランス--------------

[State 雷撃マークエフェクト　1発目待機中用]
type = ModifyExplod
trigger1 = NumExplod(42520)
ID = 42520
trans 			= addalpha
alpha 			= 160,256
scale 			= fvar(11),fvar(11)
[State 雷撃マークエフェクト　1発目待機中点滅用]
type = ModifyExplod
trigger1 = NumExplod(42521)
ID = 42521
trans 			= addalpha
alpha 			= var(0),256
;alpha 			= var(0),256

[State 雷撃マークエフェクト　2,3発目用]
type = ModifyExplod
trigger1 = NumExplod(42523)
ID = 42523
scale 			= fvar(11),fvar(11)


[State 消去　雷撃マークエフェクト　1発目待機中用]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = time >= 22 && (Parent,command != "holdz")
trigger2 = IsHelper(42511) || IsHelper(42514)
ID = 42520
[State 消去　雷撃マークエフェクト　1発目待機中点滅用]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = time >= 22 && (Parent,command != "holdz")
trigger2 = IsHelper(42511) || IsHelper(42514)
ID = 42521

[State 消去　雷撃マークエフェクト　1発目発動]
type = RemoveExplod
trigger1 = var(4) = 1
ID = 42522
[State 消去　雷撃マークエフェクト　2,3発目用]
type = RemoveExplod
trigger1 = var(4) = 1
ID = 42523

;イクスプロッド-------------------------

[State タイム代用]
type = VarSet
triggerall = var(4) = 0
triggerall = time >= 22
trigger1 = Parent,var(53) = 0
trigger1 = Parent,command != "holdz"
var(35) = 1
Persistent = 0
[State タイム代用]
type = VarAdd
trigger1 = var(35) > 0
var(35) = 1

[State 攻撃発生へ]
type = ChangeState
triggerall = Parent,var(53) = 0
triggerall = var(4) = 0
trigger1 = var(35) > 1 && (Parent,command != "holdz")
trigger1 = IsHelper(42511) || IsHelper(42514)
trigger2 = var(35) > 32
trigger2 = IsHelper(42512) || IsHelper(42515)
trigger3 = var(35) > 64
trigger3 = IsHelper(42513) || IsHelper(42516)
value = 42511

[State デス]
type = DestroySelf
trigger1 = var(4) = 1

;---------------------------------------------------------------------------
;helper フェアルグロルグ(飛び道具攻撃発生)
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド用
;var(4)	消滅フラグ
;var(10)技判別
;var(30)ヒットID用
;var(37)アルカナ技　グレイズ有効時間
;fvar(11)イクスプロッド用サイズ

[Statedef 42511]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 42510
SprPriority = 1

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State アタックディスト]
type = AttackDist
trigger1 = AnimElemTime(7) < 0
value = root,const(size.attack.dist)

[State 消滅フラグ]	;発動前　本体ダメージ/ガード
type = VarSet		;発動後　グレイズ判定中、本体ダメージ
triggerall = var(4) <= 1
trigger1 = AnimElemTime(2) < 0
trigger1 = root,MoveType = H
trigger2 = AnimElemTime(2) >= 0
trigger2 = var(37)
trigger2 = root,MoveType = H && (Root,StateNo != [150,159])
var(4) = 1
Persistent = 0

[State エフェクト　フェードアウトスイッチ　雷撃エフェクト]
type = VarSet
trigger1 = time = 18 && var(4) != 3
var(4) = 2
Persistent = 0
[State エフェクト　サイズ縮小スイッチ　雷撃マークエフェクト]
type = VarSet
trigger1 = time >= 23
trigger2 = time < 23 && var(4) = 1
var(4) = 3
Persistent = 0

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerAll = NumEnemy > 0
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = (EnemyNear,StateNo) = [100,119]
trigger2 = var(4) >= 1
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = var(4) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = var(4) = 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-7-(EnemyNear,Const(Size.Ground.Front)), 7+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
Pos 			= 0, EnemyNear,Const(Size.mid.Pos.Y)
PosType 		= P2
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = var(4) = 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-7-(EnemyNear,Const(Size.Ground.Front)), 7+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
Pos 			= 0, EnemyNear,Const(Size.mid.Pos.Y)
PosType 		= P2
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = var(4) = 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-7-(EnemyNear,Const(Size.Ground.Front)), 7+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 5

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-7-(EnemyNear,Const(Size.Ground.Front)), 7+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

;イクスプロッド-------------------------
[State 雷撃根元エフェクト]
type = Explod
trigger1 = time = 0
Anim 			= 42512
PosType 		= P1
Pos 			= 0,-33
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42512

[State 雷撃エフェクト1]	;サイズＹ318/2=159 159*5=795
type = Explod			;雷撃見た目 アルカナステージの高さ約Ｙ800まで
trigger1 = time = 0
Anim 			= 42511
PosType 		= P1
Pos 			= 0,-33
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42511
[State 雷撃エフェクト2]
type = Explod
trigger1 = time = 0
Anim 			= 42511
PosType 		= P1
Pos 			= 0,-33-(159*1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42511
[State 雷撃エフェクト3]
type = Explod
trigger1 = time = 0
Anim 			= 42511
PosType 		= P1
Pos 			= 0,-33-(159*2)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42511
[State 雷撃エフェクト4]
type = Explod
trigger1 = time = 0
Anim 			= 42511
PosType 		= P1
Pos 			= 0,-33-(159*3)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42511
[State 雷撃エフェクト5]
type = Explod
trigger1 = time = 0
Anim 			= 42511
PosType 		= P1
Pos 			= 0,-33-(159*4)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42511
[State 雷撃エフェクト6]
type = Explod
trigger1 = time = 0
Anim 			= 42511
PosType 		= P1
Pos 			= 0,-33-(159*5)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
Persistent = 0
ID = 42511

;サイズ----------------
;時間経過サイズ　雷撃マークエフェクト
[State XY]
type = VarAdd
triggerall = var(4) < 2
triggerall = fvar(11) < 0.5
trigger1 = NumExplod(42522) && IsHelper(42511)
trigger2 = NumExplod(42522) && IsHelper(42514)
fvar(11) = 0.05
[State XY]
type = VarAdd
triggerall = var(4) < 2
triggerall = fvar(11) < 0.5
trigger1 = NumExplod(42523) && IsHelper(42512)
trigger2 = NumExplod(42523) && IsHelper(42515)
trigger3 = NumExplod(42523) && IsHelper(42513)
trigger4 = NumExplod(42523) && IsHelper(42516)
fvar(11) = 0.1

[State XY]
type = VarAdd
triggerall = var(4) = 3
trigger1 = fvar(11) > 0
fvar(11) = -0.1
;サイズ----------------

;トランス--------------
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) >= 2
var(0) = -64
;トランス--------------

[State 雷撃マークエフェクト]
type = ModifyExplod
trigger1 = NumExplod(42522)
ID = 42522
scale 			= fvar(11),fvar(11)
[State 雷撃マークエフェクト]
type = ModifyExplod
trigger1 = NumExplod(42523)
ID = 42523
scale 			= fvar(11),fvar(11)
[State 雷撃根元エフェクト]
type = ModifyExplod
trigger1 = NumExplod(42512)
ID = 42512
trans 			= addalpha
alpha 			= var(0),256
[State 雷撃エフェクト]
type = ModifyExplod
trigger1 = NumExplod(42511)
ID = 42511
trans 			= addalpha
alpha 			= var(0),256

[State 消去　雷撃マークエフェクト]
type = RemoveExplod
trigger1 = var(4) >= 2
trigger1 = fvar(11) <= 0
ID = 42522
[State 消去　雷撃マークエフェクト]
type = RemoveExplod
trigger1 = var(4) >= 2
trigger1 = fvar(11) <= 0
ID = 42523

[State 消去　雷撃根元エフェクト]
type = RemoveExplod
trigger1 = var(4) >= 2
trigger1 = var(0) <= 0
ID = 42512
[State 消去　雷撃エフェクト]
type = RemoveExplod
trigger1 = var(4) >= 2
trigger1 = var(0) <= 0
ID = 42511

;イクスプロッド-------------------------

[State seドーン]
type = PlaySnd
trigger1 = time = 0
value = s51,1
Persistent = 0

[State ヒットID用]
type = null
triggerall = time = 0
trigger1 = IsHelper(42511) && var(30) := 42511
trigger2 = IsHelper(42512) && var(30) := 42512
trigger3 = IsHelper(42513) && var(30) := 42513
trigger4 = IsHelper(42514) && var(30) := 42514
trigger5 = IsHelper(42515) && var(30) := 42515
trigger6 = IsHelper(42516) && var(30) := 42516

[State 攻撃フェアルグロルグ]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
attr 				= A, HP
damage 				= Ceil(root,FVar(10)*19),Ceil(root,FVar(10)*2)
animtype 			= Hard
getpower 			= 0,0
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High
air.type 			= Low

pausetime 			= 0,0
ground.slidetime 	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 20	;(省略時20)
guard.pausetime 	= 0,5
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= var(10)*-1.25,ifelse(AnimElemTime(3) < 0,-6.7,-6.0)
air.velocity 		= var(10)*-1.25,ifelse(AnimElemTime(3) < 0,-6.7,-6.0)
guard.velocity 		= var(10)*-7.5
airguard.velocity 	= var(10)*-3.50,ifelse(AnimElemTime(3) < 0,-8.5,-7.6)

yaccel 				= 0.44
fall 				= 1
fall.recovertime 	= Ceil(root,fvar(20)*30+0)

guard.kill 			= 0
ID 					= var(30)

PalFX.Time 			= 60
PalFX.Add 			= -80,-80,30
PalFX.SinAdd 		= 80,80,-30,180

[State seヒット];一回のみ
type = PlaySnd
trigger1 = MoveHit
value = s51,2
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク--------------------
[State ヒットエフェクト]
type = Explod
Trigger1 = MoveHit
Trigger1 = NumTarget(var(30))
trigger1 = target(var(30)),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
Anim 			= 42090
PosType 		= P2
Pos 			= 0,Target(var(30)),Const(size.mid.pos.Y)-15
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
Triggerall = MoveHit
Triggerall = NumTarget(var(30))
Trigger1 = target(var(30)),time=0
var(14) = 1
IgnoreHitPause = 1
Persistent = 1

[State 基本攻撃力]
type = ParentVarSet
Triggerall = MoveHit
Triggerall = NumTarget(var(30))
Trigger1 = target(var(30)),time=0
fvar(11) = root,fvar(11)*0.95
IgnoreHitPause = 1
Persistent = 1

[State 受け身不能時間]
type = ParentVarSet
Triggerall = MoveHit
Triggerall = NumTarget(var(30))
Trigger1 = target(var(30)),time=0
fvar(20) = root,fvar(20)*0.99
IgnoreHitPause = 1
Persistent = 1

[State 超必殺技KO勝利演出]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 3
IgnoreHitPause = 1
Persistent = 1

;補正等々--------

[State デス]
type = DestroySelf
triggerall = AnimElemTime(8) > 0
triggerall = NumExplod(42511) = 0
triggerall = NumExplod(42512) = 0
triggerall = NumExplod(42521) = 0
triggerall = NumExplod(42522) = 0
triggerall = NumExplod(42523) = 0
trigger1 = IsHelper(42511) && NumTarget(42511) = 0
trigger2 = IsHelper(42512) && NumTarget(42512) = 0
trigger3 = IsHelper(42513) && NumTarget(42513) = 0
trigger4 = IsHelper(42514) && NumTarget(42514) = 0
trigger5 = IsHelper(42515) && NumTarget(42515) = 0
trigger6 = IsHelper(42516) && NumTarget(42516) = 0

;---------------------------------------------------------------------------
;エムローンエナッド
;---------------------------------------------------------------------------
;発生：（暗転）７
;ダメージ：700×10

[Statedef 42600]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State パワー]
type = PowerAdd
trigger1 = time = 0
value = -1000
IgnoreHitPause = 1
Persistent = 0

;[State フォース展開時パワー]
;type = VarAdd
;trigger1 = var(46) = 1
;trigger1 = time = 0
;var(47) = -1000
;IgnoreHitPause = 1
;Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,42601,42600)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(10) < 0
triggerall = statetype = A
trigger1 = time >= 31
trigger1 = time%10 = 0
x = 0.9
y = 0.9

[State se暗転]
type = PlaySnd
trigger1 = time = 0
value = s4,1
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 0
value = s115,3+random%3
channel = 0
Persistent = 0

[State 無敵]
type = NotHitBy
Trigger1 = Time = 0
value = SCA
time = 31

[State スパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 31
MoveTime = 31
anim = -1
P2DefMul = 1
darken = 0

;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 31
;MoveTime = 31

[State 空中　暗転中ポス固定]
Type = PosFreeze
Trigger1 = statetype = A
Trigger1 = time < 31
Value = 1

[State 暗転　雷マークセット]
Type = Helper
trigger1 = time = 0
StateNo 		= 42750
ID 				= 42750
name 			= "anten mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime  	= 31
;PauseMoveTime 	= 31
IgnoreHitPause = 1
Persistent = 0

[State エムローンエナッド地面マーク]
Type = Helper
Trigger1  = AnimElemTime(7) = 0
StateNo 		= 42620
ID 				= 42620
name 			= "asimoto mark"
PosType 		= P1
SuperMoveTime 	= 1
;PauseMoveTime	= 1
IgnoreHitPause = 1
Persistent = 0

[State 足元/手元マークセット]
Type = Helper
Trigger1  = AnimElemTime(7) = 0
Trigger1  = StateType = A
StateNo 		= 42710
ID 				= 42710
name 			= "asimoto mark"
PosType 		= P1
SuperMoveTime 	= 1
IgnoreHitPause = 1
Persistent = 0

[State 雷エフェクト1]
type = Explod
trigger1 = time%3 = 0
trigger1 = AnimElemTime(1) > 0
trigger1 = AnimElemTime(8) < 60
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 0,-90-(15*statetype=A)
Random 			= 10,30
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveonGetHit 	= 1
SprPriority 	= 3
SuperMoveTime  	= ifelse(31-time >= 0,31-time,0)
;PauseMoveTime 	= 31-time
IgnoreHitPause = 1
[State 雷エフェクト2]
type = Explod
trigger1 = time%6 = 3
trigger1 = AnimElemTime(1) > 0
trigger1 = AnimElemTime(8) < 60
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 0,-25-(15*statetype=A)
Random 			= 20,10
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveonGetHit 	= 1
SprPriority 	= 3
SuperMoveTime  	= ifelse(31-time >= 0,31-time,0)
;PauseMoveTime 	= 31-time
IgnoreHitPause = 1

[State エムローンエナッド(飛び道具)]
Type = Helper
Trigger1 = AnimElemTime(8) = 4
StateNo 		= 42610
ID 				= 42610
name 			= "kougeki"
PosType 		= P1
Pos 			= 0,-ceil(pos y)
IgnoreHitPause = 1
Persistent = 0

[State 空中エムローンエナッド　状態]
type = StateTypeSet
trigger1 = (Anim = 42601 || Anim = 42606) && AnimElemTime(10) = 0
Physics = A

[State 空中エムローンエナッド　コントロール]
type = CtrlSet
trigger1 = (Anim = 42601 || Anim = 42606) && AnimElemTime(11) = 0
value = 1

[State 空中エムローンエナッド　ポスY限界]
type = PosSet
trigger1 = (Anim = 42601 || Anim = 42606) && AnimElemTime(10) < 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中エムローンエナッド　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 42601 || Anim = 42606)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上エムローンエナッド終了　0へ]
type = ChangeState
trigger1 = (Anim = 42600 || Anim = 42605) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper エムローンエナッド(飛び道具攻撃判定)
;---------------------------------------------------------------------------
;var(37)アルカナ技　グレイズ有効時間

[Statedef 42610]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 42610
SprPriority = 1

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポス]
type = PosSet
trigger1 = root,StateNo = 46600
X = root,Pos X

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerAll = NumEnemy > 0
triggerall = AnimElemTime(11) < 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(11) < 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(11) < 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-50-(EnemyNear,Const(Size.Ground.Front)), 50+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
Pos 			= 0, EnemyNear,Const(Size.mid.Pos.Y)
PosType 		= P2
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(11) < 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-50-(EnemyNear,Const(Size.Ground.Front)), 50+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
Pos 			= 0, EnemyNear,Const(Size.mid.Pos.Y)
PosType 		= P2
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(11) < 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-50-(EnemyNear,Const(Size.Ground.Front)), 50+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 5

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(11) < 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-50-(EnemyNear,Const(Size.Ground.Front)), 50+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-5000, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State seドーン]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
value = s51,1

[State 攻撃エムローンエナッド]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10= AnimElem = 10
attr 				= A, HP
damage 				= Ceil(root,FVar(10)*27),Ceil(root,FVar(10)*3)
animtype 			= Hard
getpower 			= 0,0
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 7,Hit
;hitsound 			= s51,2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,1
ground.slidetime 	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime 	= 0,8
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= 0,-7.2
guard.velocity 		= -2
air.velocity 		= 0,-7.2
airguard.velocity 	= 0,-3.4

yaccel 				= 0.44
fall 				= 1
fall.recovertime 	= Ceil(root,fvar(20)*15+10)

guard.kill 			= 0
ID 					= 42610

PalFX.Time 			= 60
PalFX.Add 			= -80,-80,30

[State seヒット];うるさいので半分だけ鳴らす
type = PlaySnd
Triggerall = MoveHit
Triggerall = NumTarget(42610)
Triggerall = target(42610),time=0
trigger1 = HitCount = 1
trigger2 = HitCount = 3
trigger3 = HitCount = 5
trigger4 = HitCount = 7
trigger5 = HitCount = 9
value = s51,2
IgnoreHitPause = 1
Persistent = 1

;ヒットスパーク--------------------
[State ヒットエフェクト]
type = Explod
Trigger1 = MoveHit
Trigger1 = NumTarget(42610)
trigger1 = target(42610),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
Anim 			= 42090
PosType 		= P2
Pos 			= 0,Target(42610),Const(size.mid.pos.Y)-15
Random 			= 0,50
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
Triggerall = MoveHit
Triggerall = NumTarget(42610)
Trigger1 = target(42610),time=0
var(14) = 1
IgnoreHitPause = 1
Persistent = 1

[State 基本攻撃力]
type = ParentVarSet
Triggerall = MoveHit
Triggerall = NumTarget(42610)
Trigger1 = target(42610),time=0
fvar(11) = root,fvar(11)*0.95
IgnoreHitPause = 1
Persistent = 1

[State 受け身不能時間]
type = ParentVarSet
Triggerall = MoveHit
Triggerall = NumTarget(42610)
Trigger1 = target(42610),time=0
fvar(20) = root,fvar(20)*0.99
IgnoreHitPause = 1
Persistent = 1

[State 超必殺技KO勝利演出]
type = ParentVarSet
Trigger1 = MoveHit
Trigger1 = RoundState = 2
var(34) = 3
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

[State デス]
type = DestroySelf
trigger1 = NumTarget(42610) = 0
trigger1 = AnimElemTime(11) > 0
trigger2 = root,MoveType = H


;---------------------------------------------------------------------------
;helper エムローンエナッド地面マーク
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド用
;var(4)	フェードアウトスイッチ
;fvar(11)エクスプロードサイズ用1

[Statedef 42620]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000
sprpriority = -2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポスY]
type = PosSet
trigger1 = time = 0
y = root,Pos Y - root,Pos Y
IgnoreHitPause = 1
persistent = 0
[State ポスX]
type = PosSet
trigger1 = root,StateNo = 42600 && root,AnimElemTime(9) < 0
x = root,Pos X +3*root,facing
IgnoreHitPause = 1
persistent = 1

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = root,StateNo != 42600
trigger2 = root,StateNo = 42600 && root,AnimElemTime(9) >= 0
var(4) = 1
persistent = 0

;イクスプロッド-------------------------
[State 雷撃マークエフェクト]
type = Explod
trigger1 = time = 0
Anim 			= 42520
PosType 		= P1
Pos 			= 0,5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
Persistent = 0
ID = 42621
[State 雷撃マークエフェクト点滅用]
type = Explod
trigger1 = time = 8
Anim 			= 42521
PosType 		= P1
Pos 			= 0,5
Scale 			= 1.0,1.0
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
Persistent = 0
ID = 42622

;サイズ----------------
;時間経過サイズ　雷撃マークエフェクト
[State XY]
type = VarAdd
trigger1 = fvar(11) < 0.8
trigger1 = var(4) = 0
fvar(11) = 0.1

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
fvar(11) = -0.1

;サイズ----------------

;トランス--------------
[State Sトランス　点滅]
type  = VarSet
trigger1 = 1
var(0) = floor(128+sin((time -8)*0.4)*128)		;0〜256ぐらい

;トランス--------------

[State 雷撃マークエフェクト　1発目待機中用]
type = ModifyExplod
trigger1 = NumExplod(42621)
ID = 42621
trans 			= addalpha
alpha 			= 160,256
scale 			= fvar(11),fvar(11)
[State 雷撃マークエフェクト　1発目待機中点滅用]
type = ModifyExplod
trigger1 = NumExplod(42622)
ID = 42622
trans 			= addalpha
alpha 			= var(0),256
scale 			= fvar(11),fvar(11)

;イクスプロッド-------------------------

;へルパー-------------------------------
[State 雷撃見た目セット1]
Type = Helper
Trigger1 = root,AnimElemTime(8) = 2
StateNo 		= 42625
ID 				= 42625
name 			= "mitame 1"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0
[State 雷撃見た目セット2]
Type = Helper
Trigger1 = root,AnimElemTime(8) = 2
StateNo 		= 42625
ID 				= 42626
name 			= "mitame 2"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0
[State 雷撃見た目セット3]
Type = Helper
Trigger1 = root,AnimElemTime(8) = 2
StateNo 		= 42625
ID 				= 42627
name 			= "mitame 3"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0
[State 雷撃見た目セット4]
Type = Helper
Trigger1 = root,AnimElemTime(8) = 2
StateNo 		= 42625
ID 				= 42628
name 			= "mitame 4"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0
;へルパー-------------------------------

;デス
[State 消去　マークメイン]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = fvar(11) <= 0
ID = 42621

[State 消去　マーク点滅用]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(0) <= 32
ID = 42622

[State デス]
Type = DestroySelf
Trigger1  = var(4) = 1
trigger1 = NumExplod(42621) = 0
trigger1 = NumExplod(42622) = 0
trigger1 = NumHelper(42625) = 0
trigger1 = NumHelper(42626) = 0
trigger1 = NumHelper(42627) = 0
trigger1 = NumHelper(42628) = 0

;---------------------------------------------------------------------------
;helper エムローンエナッド(飛び道具見た目)
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド用
;var(4)	フェードアウトスイッチ
;fvar(11)イクスプロッドサイズ用1

[Statedef 42625]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

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

[State ポス]
type = PosSet
trigger1 = NumHelper(42620)
X = parent,Pos X
Y = parent,Pos Y

[State 回転];0時スタート
type = VelSet
trigger1 = IsHelper(42625)
X = -50*sin(time*0.1)
Y = -10*cos(time*0.1)
[State 回転]
type = VelSet
trigger1 = IsHelper(42626)
X = -50*sin((time+15)*0.1)
Y = -10*cos((time+15)*0.1)
[State 回転]
type = VelSet
trigger1 = IsHelper(42627)
X = -50*sin((time+30)*0.1)
Y = -10*cos((time+30)*0.1)
[State 回転]
type = VelSet
trigger1 = IsHelper(42628)
X = -50*sin((time+45)*0.1)
Y = -10*cos((time+45)*0.1)

;イクスプロッド-------------------------
[State アニメランダム用]
type = VarSet
trigger1 = time = 0
var(11) = random%4

[State 雷撃根元エフェクト]
type = Explod
trigger1 = time = 0
Anim 			= 42621+var(11)
PosType 		= P1
Pos 			= 0,-33
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority  	= 2
Persistent = 0
ID = 42625

[State 雷撃エフェクト1]	;サイズＹ318/2=159 159*5=795
type = Explod			;雷撃見た目 アルカナステージの高さ約Ｙ800まで
trigger1 = time = 0
Anim 			= 42626+var(11)
PosType 		= P1
Pos 			= 0,-33
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority  	= 2
Persistent = 0
ID = 42625
[State 雷撃エフェクト2]
type = Explod			
trigger1 = time = 0
Anim 			= 42626+var(11)
PosType 		= P1
Pos 			= 0,-33-(159*1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority  	= 2
Persistent = 0
ID = 42625
[State 雷撃エフェクト3]
type = Explod			
trigger1 = time = 0
Anim 			= 42626+var(11)
PosType 		= P1
Pos 			= 0,-33-(159*2)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority  	= 2
Persistent = 0
ID = 42625
[State 雷撃エフェクト4]
type = Explod			
trigger1 = time = 0
Anim 			= 42626+var(11)
PosType 		= P1
Pos 			= 0,-33-(159*3)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority  	= 2
Persistent = 0
ID = 42625
[State 雷撃エフェクト5]
type = Explod			
trigger1 = time = 0
Anim 			= 42626+var(11)
PosType 		= P1
Pos 			= 0,-33-(159*4)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority  	= 2
Persistent = 0
ID = 42625
[State 雷撃エフェクト6]
type = Explod			
trigger1 = time = 0
Anim 			= 42626+var(11)
PosType 		= P1
Pos 			= 0,-33-(159*5)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority  	= 2
Persistent = 0
ID = 42625

;トランス--------------

[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State フェードアウトスイッチ]
type = VarSet
trigger1 = root,StateNo = 42600 && root,AnimElemTime(8) > 50
trigger2 = root,StateNo != 42600
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32

;トランス--------------

[State エフェクトセット]
type = ModifyExplod
trigger1 = NumExplod(42625)
ID = 42625
sprpriority 	= ifelse(vel Y < 0,-2,2)
trans 			= addalpha
alpha 			= var(0),256

[State 消去]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(0) <= 0
trigger2 = NumHelper(42625) = 0
ID = 42625

;イクスプロッド-------------------------

[State デス]
type = DestroySelf
trigger1 = var(4) = 1
trigger1 = NumExplod(42625) = 0

;---------------------------------------------------------------------------
;helper 雷　超アルカナ技　足元/手元マークセット
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド用
;var(1)	トランス用Dイクスプロッド用
;var(2)	トランス用Sイクスプロッド用
;var(4)	フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(11)エクスプロードサイズ用1
;fvar(12)エクスプロードサイズ用2
;fvar(13)エクスプロードサイズ用3
;fvar(14)エクスプロードサイズ用4

[Statedef 42710]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000
sprpriority = -2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 42500;フェアルグロルグ（奥）
trigger1 = var(10) := 1
trigger2 = root,StateNo = 42502;フェアルグロルグ（手前）
trigger2 = var(10) := 1
trigger3 = root,StateNo = 42600;エムローンエナッド
trigger3 = var(10) := 2
trigger4 = root,StateNo = 42800;プロデュームアナム
trigger4 = var(10) := 10
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 42500 && root,AnimElemTime(13) < 0
trigger2 = var(10) = 1 && root,StateNo = 42502 && root,AnimElemTime(13) < 0
trigger3 = var(10) = 2 && root,StateNo = 42600 && root,AnimElemTime(10) < 0
trigger4 = var(10) = 10&& root,StateNo = 42800 && root,AnimElemTime(24) < 0
x = root,Pos X +3*root,facing
y = root,Pos Y +5-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;イクスプロッド-------------------------
[State 足元マーク　A]
type = Explod
Trigger1  = time = 0
Anim 			= 42720;下向き
;Anim 			= 42721;上向き
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
;PauseMoveTime	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
Persistent = 0
ID = 42711
[State 足元マーク　B]
type = Explod
Trigger1  = time = 0
Anim 			= 42731
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
;PauseMoveTime	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
Persistent = 0
ID = 42711
[State 足元マーク　C]
type = Explod
Trigger1  = time = 0
Anim 			= 42742
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
;PauseMoveTime	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
Persistent = 0
ID = 42711
[State 足元マーク　サブ○]
type = Explod
Trigger1  = time = 0
Anim 			= 42795
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
;PauseMoveTime	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
Persistent = 0
ID = 42712

[State 手元マーク　A]
type = Explod
Trigger1 = var(10) = 1 && time = 0
Anim 			= 42721
PosType 		= P1
Pos 			= 45,-93
Scale 			= 0.12,0.3
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
SuperMoveTime 	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
;PauseMoveTime	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
Persistent = 0
ID = 42713
[State 手元マーク　B]
type = Explod
Trigger1 = var(10) = 1 && time = 0
Anim 			= 42737
PosType 		= P1
Pos 			= 45,-93
Scale 			= 0.12,0.3
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
SuperMoveTime 	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
;PauseMoveTime	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
Persistent = 0
ID = 42713
[State 手元マーク　C]
type = Explod
Trigger1 = var(10) = 1 && time = 0
Anim 			= 42746
PosType 		= P1
Pos 			= 45,-93
Scale 			= 0.12,0.3
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
SuperMoveTime 	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
;PauseMoveTime	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
Persistent = 0
ID = 42713
[State 手元マーク　サブ○]
type = Explod
Trigger1 = var(10) = 1 && time = 0
Anim 			= 42795
PosType 		= P1
Pos 			= 45,-93
Scale 			= 0.1,0.25
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
SuperMoveTime 	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
;PauseMoveTime	= ifelse(var(10)=1,10,ifelse(var(10)=2,1,18))
Persistent = 0
ID = 42714

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = root,StateNo != 42500
trigger1 = root,StateNo != 42502
trigger1 = root,StateNo != 42600
trigger1 = root,StateNo != 42800
trigger2 = var(10) = 1 && root,StateNo = 42500 && root,AnimElemTime(13) >= 0
trigger3 = var(10) = 1 && root,StateNo = 42502 && root,AnimElemTime(13) >= 0
trigger4 = var(10) = 2 && root,StateNo = 42600 && root,AnimElemTime(10) >= 0
trigger5 = var(10) = 10&& root,StateNo = 42800 && root,AnimElemTime(24) >= 0
var(4) = 1
persistent = 0

;サイズ----------------
;x:y=10:3
;時間経過サイズ　メインABC
[State X]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = fvar(11) < 0.75
fvar(11) = 0.75/20
[State Y]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = fvar(12) < 0.225
fvar(12) = 0.225/20

;時間経過サイズ　サブ○
[State X]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = fvar(13) < 0.625
fvar(13) = 0.625/20
[State Y]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = fvar(14) < 0.1875
fvar(14) = 0.1875/20

;サイズ----------------

;トランス--------------
[State Sトランス];マークABC
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Dトランス];マークABC
type = VarSet
trigger1 = time = 0
var(1) = 224

[State Sトランス];サブ○
type = VarSet
trigger1 = time = 0
var(2) = 128

[State Sフェードアウト];メインABC
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16
[State Dフェードアウト];メインABC
type = VarAdd
trigger1 = var(4) = 1
var(1) = 2
[State Sフェードアウト];サブ○
type = VarAdd
trigger1 = var(4) = 1
var(2) = -8
;トランス--------------

[State 足元マーク　メイン]
type = ModifyExplod
trigger1 = NumExplod(42711)
ID = 42711
scale 			= fvar(11),fvar(12)
trans 			= addalpha
alpha 			= var(0),var(1)
[State 足元マーク　サブの○]
type = ModifyExplod
trigger1 = NumExplod(42712)
ID = 42712
scale 			= fvar(13),fvar(14)
trans 			= addalpha
alpha 			= var(2),256

[State 手元マーク　メイン]
type = ModifyExplod
trigger1 = NumExplod(42713)
ID = 42713
trans 			= addalpha
alpha 			= var(0),var(1)
[State 手元マーク　サブの○]
type = ModifyExplod
trigger1 = NumExplod(42714)
ID = 42714
trans 			= addalpha
alpha 			= var(2),256

;イクスプロッド-------------------------

;デス
[State 消去　足元メイン]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(0) <= 0
ID = 42711
[State 消去　足元サブ]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(2) <= 0
ID = 42712
[State 消去　手元メイン]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(0) <= 0
ID = 42713
[State 消去　手元サブ]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(2) <= 0
ID = 42714

[State デス]
Type = DestroySelf
Trigger1  = var(4) = 1
trigger1 = NumExplod(42711) = 0
trigger1 = NumExplod(42712) = 0
trigger1 = NumExplod(42713) = 0
trigger1 = NumExplod(42714) = 0

;---------------------------------------------------------------------------
;helper 暗転　雷マークセット
;---------------------------------------------------------------------------
;var(0)	トランス用　ブレイズ背景
;var(1)	黒バック用
;var(10)技判別
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B

;sprpriority
;-15	黒バック1
;-3		マークA
;-3		マークB
;-3		マークC
;-3		マークサブ
;3		リング（楕円）
;3		十字小
;3		十字大			(Explod)
;3		十字○			(Explod)

;プロデュームアナム演出
;-2		バンリーオーラ			(Explod)
;-2		バンリー突撃形態オーラ	(Explod)
;-1		バンリー本体			(Explod)
;-1		バンリー突撃形態本体	(Explod)

[Statedef 42750]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
sprpriority = -15

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポスXY]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120
IgnoreHitPause = 1
persistent = 1

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 42500;フェアルグロルグ（奥）
trigger1 = var(10) := 1
trigger2 = root,StateNo = 42502;フェアルグロルグ（手前）
trigger2 = var(10) := 1
trigger3 = root,StateNo = 42600;エムローンエナッド
trigger3 = var(10) := 2
trigger4 = root,StateNo = 42800;プロデュームアナム
trigger4 = var(10) := 10
IgnoreHitPause = 1
persistent = 0

;======================================黒バック
;超アルカナ技用（ライフバー隠さない）

[State 背景フェードアウトR]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [10,17]
var(51) = -32
[State 背景フェードアウトG]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [10,17]
var(52) = -32
[State 背景フェードアウトB]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [10,17]
var(53) = -32

[State 背景フェードインR]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [52,59]
trigger2 = var(10) = 2 && time = [84,91]
var(51) = 32
[State 背景フェードインG]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [52,59]
trigger2 = var(10) = 2 && time = [84,91]
var(52) = 32
[State 背景フェードインB]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [52,59]
trigger2 = var(10) = 2 && time = [84,91]
var(53) = 32


[State 背景初期値];フォース展開時
type = null
trigger1 = time = 0
trigger1 = NumHelper(40410)
trigger1 = var(51) := helper(40410),var(51)
trigger1 = var(52) := helper(40410),var(52)
trigger1 = var(53) := helper(40410),var(53)
[State 背景フェードアウトR];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [10,17]
var(51) = -floor((256+helper(40410),var(54))/8)
[State 背景フェードアウトG];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [10,17]
var(52) = -floor((256+helper(40410),var(55))/8)
[State 背景フェードアウトB];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [10,17]
var(53) = -floor((256+helper(40410),var(56))/8)

[State 背景フェードインR];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [52,59]
trigger2 = var(10) = 2 && time = [84,91]
var(51) = floor((256+helper(40410),var(51))/8)
[State 背景フェードインG];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [52,59]
trigger2 = var(10) = 2 && time = [84,91]
var(52) = floor((256+helper(40410),var(52))/8)
[State 背景フェードインB];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [52,59]
trigger2 = var(10) = 2 && time = [84,91]
var(53) = floor((256+helper(40410),var(53))/8)


[State 背景フェードアウトR限界]
type = VarSet
trigger1 = var(51) < -256
var(51) = -256
[State 背景フェードアウトG限界]
type = VarSet
trigger1 = var(52) < -256
var(52) = -256
[State 背景フェードアウトB限界]
type = VarSet
trigger1 = var(53) < -256
var(53) = -256

[State 背景]
type = BGPalFX
trigger1 = var(10) = 1 && time <= 59
trigger2 = var(10) = 2 && time <= 91
time = 1
add = var(51),var(52),var(53)


[State 背景消し]
type = AssertSpecial
trigger1 = var(10) = 1 && time = [18,51]
trigger2 = var(10) = 2 && time = [18,83]
flag = NoFG
flag2= NoBG


;ブレイズ（ライフバー隠す）
[State アニメ]
type = ChangeAnim
trigger1 = var(10) = 10
trigger1 = time = 0
value = 12001
persistent = 0

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 10
Scale = 30,30

;トランス
[State Dトランス]
type = VarSet
triggerall = var(10) = 10
trigger1 = time = 0
var(1) = 256

[State Dフェードイン]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = time = [1,32]
var(1) = -8
[State Dフェードイン]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = time >= 131
trigger1 = var(1) <= 256
var(1) = 16

[State 空アニメ]
type = ChangeAnim
trigger1 = var(10) = 10
trigger1 = var(1) > 256
value = 12000
persistent = 0

[State トランス]
type = Trans
trigger1 = var(10) = 10
trigger1 = Anim = 12001
trans = addalpha
alpha = 256,var(1)

;ブレイズ背景
[State ブレイズ背景]
type = Explod
trigger1 = var(10) = 10 && time = 30
Anim 			= 40012
PosType 		= P1
Pos 			= -160,-120
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -12
SuperMoveTime 	= 99999999
;PauseMoveTime	= 99999999
IgnoreHitPause = 1
Persistent = 0
ID = 40012

[State ブレイズ背景]
type = VarAdd
trigger1 = time = [30,59]
var(0) = 9
[State ブレイズ背景]
type = VarAdd
trigger1 = time >= 86
var(0) = -16

[State ブレイズ背景]
type = ModifyExplod
trigger1 = NumExplod(40012)
ID = 40012
trans 			= addalpha
alpha 			= var(0),256-var(0)
[State 消去　バンリーオーラ]
type = RemoveExplod
trigger1 = NumExplod(40012)
trigger1 = var(0) < 0
ID = 40012


;雷マークセット-------------------------

[State 十字/○イクスプロッド用]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=2 && time = 4
Trigger3 = var(10)=10&& time = 30
StateNo 		= 42755
ID 				= 42755
name 			= "+"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,38,ifelse(var(10)=2,27,101))
;PauseMoveTime	= ifelse(var(10)=1,38,ifelse(var(10)=2,27,101))
IgnoreHitPause = 1
Persistent = 0

[State リング（楕円）大]
Type = Helper
Trigger1 = var(10)=1 && time = 0
Trigger2 = var(10)=2 && time = 0
Trigger3 = var(10)=10&& time = 26
StateNo 		= 42760
ID 				= 42761
name 			= "LingB"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,42,ifelse(var(10)=2,31,105))
;PauseMoveTime	= ifelse(var(10)=1,42,ifelse(var(10)=2,31,105))
IgnoreHitPause = 1
Persistent = 0
[State リング（楕円）小]
Type = Helper
Trigger1 = var(10)=1 && time = 0
Trigger2 = var(10)=2 && time = 0
Trigger3 = var(10)=10&& time = 26
StateNo 		= 42760
ID 				= 42762
name 			= "LingB"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,42,ifelse(var(10)=2,31,105))
;PauseMoveTime	= ifelse(var(10)=1,42,ifelse(var(10)=2,31,105))
IgnoreHitPause = 1
Persistent = 0

[State マークA]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=2 && time = 4
Trigger3 = var(10)=10&& time = 30
StateNo 		= 42770
ID 				= 42770
name 			= "MarkA"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,38,ifelse(var(10)=2,31,101))
;PauseMoveTime	= ifelse(var(10)=1,38,ifelse(var(10)=2,31,101))
IgnoreHitPause = 1
Persistent = 0
[State マークBC]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=2 && time = 4
Trigger3 = var(10)=10&& time = 30
StateNo 		= 42780
ID 				= 42781
name 			= "MarkB"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,38,ifelse(var(10)=2,31,101))
;PauseMoveTime	= ifelse(var(10)=1,38,ifelse(var(10)=2,31,101))
IgnoreHitPause = 1
Persistent = 0
[State マークBC]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=2 && time = 4
Trigger3 = var(10)=10&& time = 30
StateNo 		= 42780
ID 				= 42782
name 			= "MarkC"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,38,ifelse(var(10)=2,31,101))
;PauseMoveTime 	= ifelse(var(10)=1,38,ifelse(var(10)=2,31,101))
IgnoreHitPause = 1
Persistent = 0

;雷マークセット-------------------------

[State デス];子ヘルパアニメ不具合（最悪560）対策　親ヘルパを先に消さない。もしくは本体が親になる。
type = DestroySelf
triggerall = NumHelper(42755) = 0
triggerall = NumHelper(42761) = 0
triggerall = NumHelper(42762) = 0
triggerall = NumHelper(42770) = 0
triggerall = NumHelper(42781) = 0
triggerall = NumHelper(42782) = 0
triggerall = NumExplod(40012) = 0
trigger1 = var(10) = 1 && time > 61
trigger2 = var(10) = 2 && time > 93
trigger3 = var(10) = 10&& time > 147 && Anim = 12000

;---------------------------------------------------------------------------
;helper 雷マーク用　十字大・小/○イクスプロッド用
;---------------------------------------------------------------------------
;var(0) トランスS用
;var(1) トランスS用　イクスプロッド用
;var(4) フェードアウトスイッチ
;var(10)技判別
;fvar(0)サイズXY
;fvar(11)サイズXY　イクスプロッド用

[Statedef 42755]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 42755
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && (root,StateNo = [42500,42502])
trigger2 = var(10) = 2 && root,StateNo = 42600
trigger3 = var(10) = 10&& root,StateNo = 42800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

[State 初期サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 0.5

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)

[State 角度]
type = AngleSet
trigger1 = time = 0
value = 45

;トランス
[State Sフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(0) < 256
var(0) = 32

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1  && time >= 13
trigger2 = var(10) = 2  && time >= 15
trigger3 = var(10) = 10 && time >= 20
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
trigger1 = var(0) >= 0
var(0) = -16

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

;イクスプロッド-------------------------
[State 十字　大]
type = Explod
Trigger1  = time = 0
Anim 			= 42755
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= ifelse(var(10)=1,38,ifelse(var(10)=2,27,101))
;PauseMoveTime	= ifelse(var(10)=1,38,ifelse(var(10)=2,27,101))
Persistent = 0
ID = 42756
[State ○]
type = Explod
Trigger1  = time = 0
Anim 			= 42795
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
SuperMoveTime 	= ifelse(var(10)=1,38,ifelse(var(10)=2,27,101))
;PauseMoveTime	= ifelse(var(10)=1,38,ifelse(var(10)=2,27,101))
Persistent = 0
ID = 42758

;サイズ-----------------------------
[State ○　サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 1.3

[State ○　時間経過サイズ]
type = VarAdd
triggerall = fvar(11) > 1.0
trigger1 = var(10) = 1 && (time = [1,18])
trigger2 = var(10) = 2 && (time = [1,18])
trigger3 = var(10) = 10&& (time = [1,18])
fvar(11) = -0.3/18
[State ○　時間経過サイズ]
type = VarAdd
triggerall = fvar(12) >= 0
trigger1 = var(10) = 1 && time > 66
trigger2 = var(10) = 2 && time > 40
trigger3 = var(10) = 10&& time > 88
fvar(11) = -0.1

;サイズ-----------------------------

;トランス---------------------------

[State Sフェードイン];○
type = VarAdd
triggerall = var(1) < 160
trigger1 = time <= 16
var(1) = 10
[State Sフェードアウト];○
type = VarAdd
triggerall = var(1) >= 0
trigger1 = var(10) = 1 && time >= 68
trigger2 = var(10) = 2 && time >= 38
trigger3 = var(10) = 10&& time > 88
var(1) = 10

;トランス---------------------------

[State 十字]
type = ModifyExplod
trigger1 = NumExplod(42756)
ID = 42756
trans 			= addalpha
alpha 			= var(0),256

[State ○]
type = ModifyExplod
trigger1 = NumExplod(42758)
ID = 42758
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(1),256

;イクスプロッド-------------------------

;デス
[State 消去　十字　大]
type = RemoveExplod
trigger1 = var(4) >= 1
trigger1 = var(0) <= 0
ID = 42756
[State 消去　○]
type = RemoveExplod
trigger1 = var(4)   >= 1
trigger1 = fvar(11) <= 0
ID = 42758

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = var(0) <= 0
trigger1 = NumExplod(42756) = 0
trigger1 = NumExplod(42758) = 0

;---------------------------------------------------------------------------
;helper 雷マーク用　リング（楕円）
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;var(4)	トランス用フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(0)サイズXY

;ID 42761 大
;ID 42762 小

[Statedef 42760]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 42760
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && (root,StateNo = [42500,42502])
trigger2 = var(10) = 2 && root,StateNo = 42600
trigger3 = var(10) = 10&& root,StateNo = 42800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;サイズ-----------------------------
[State 初期サイズ]
type = null
triggerall = time = 0
;10:1.5
trigger1 = var(10) = 1 && IsHelper(42761)
trigger1 = fvar(0) := 0.5
trigger2 = var(10) = 1 && IsHelper(42762)
trigger2 = fvar(0) := 0.25
;10:2
trigger3 = var(10) = 2 && IsHelper(42761)
trigger3 = fvar(1) := 0.5
trigger4 = var(10) = 2 && IsHelper(42762)
trigger4 = fvar(1) := 0.25
;10:2
trigger5 = var(10) = 10&& IsHelper(42761)
trigger5 = fvar(1) := 0.5
trigger6 = var(10) = 10&& IsHelper(42762)
trigger6 = fvar(1) := 0.25

;時間経過サイズ　最大時　大2.0:小XX
;フェアルグロルグ↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX];0.5+1.5ぐらい
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(42761)
trigger1 = time >= 1
trigger1 = time <= 11
fvar(0) = 1.5/10

[State 時間経過サイズX];0.25+0.75ぐらい
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(42762)
trigger1 = time >= 1
trigger1 = time <= 18
fvar(0) = 0.8/17

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 1
Scale = fvar(0),fvar(0)*0.15


;エムローンエナッド↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 2
trigger1 = IsHelper(42761)
trigger1 = time >= 1
trigger1 = time <= 11
fvar(0) = 1.5/10

[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 2
trigger1 = IsHelper(42762)
trigger1 = time >= 1
trigger1 = time <= 18
fvar(0) = 0.75/17

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 2
Scale = fvar(0),fvar(0)*0.15

;エムローンエナッド↑↑↑↑↑↑↑↑↑↑

;プロデュームアナム↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(42761)
trigger1 = time >= 1
trigger1 = time <= 23
fvar(0) = 1.5/22

[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(42762)
trigger1 = time >= 1
trigger1 = time <= 37
fvar(0) = 0.75/36

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 10
Scale = fvar(0),fvar(0)*0.2
;サイズ-----------------------------

;角度
[State 角度]
type = AngleSet
triggerall = time = 0
trigger1 = var(10) = 1 && IsHelper(42761) && var(2) := -60
trigger2 = var(10) = 1 && IsHelper(42762) && var(2) := 60
trigger3 = var(10) = 2 && IsHelper(42761) && var(2) := -50
trigger4 = var(10) = 2 && IsHelper(42762) && var(2) := 55
trigger5 = var(10) = 10&& IsHelper(42761) && var(2) := -45
trigger6 = var(10) = 10&& IsHelper(42762) && var(2) := 55
value = var(2)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1 && IsHelper(42761) && time >= 13
trigger2 = var(10) = 1 && IsHelper(42762) && time >= 20
trigger3 = var(10) = 2 && IsHelper(42761) && time >= 13
trigger4 = var(10) = 2 && IsHelper(42762) && time >= 20
trigger5 = var(10) = 10&& IsHelper(42761) && time >= 26
trigger6 = var(10) = 10&& IsHelper(42762) && time >= 40
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = time >= 1
trigger2 = time >= 150;保険

;---------------------------------------------------------------------------
;helper 雷マークA
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;var(4)	トランス用フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(0)サイズXY

[Statedef 42770]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 42720
SprPriority = -3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && (root,StateNo = [42500,42502])
trigger2 = var(10) = 2 && root,StateNo = 42600
trigger3 = var(10) = 10&& root,StateNo = 42800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;サイズ-----------------------------
[State 初期サイズ]
type = null
triggerall = time = 0
trigger1 = var(10) = 1 && fvar(0) := 3.5
trigger2 = var(10) = 2 && fvar(0) := 3.5
trigger3 = var(10) = 10&& fvar(0) := 3.5

;時間経過サイズ
[State サイズ];フェアリ　エムローン
type = VarAdd
triggerall = time = [1,18]
trigger1 = var(10) = 1
trigger2 = var(10) = 2
fvar(0) = -1.0/18
[State サイズ];ブロデュー
type = VarAdd
triggerall = time = [1,38]
trigger1 = var(10) = 10
fvar(0) = -1.0/38

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
;サイズ-----------------------------

;回転-----------------------------

[State 初期角度]
type = null
triggerall = time = 0
trigger1 = var(10) = 1 && var(2) := 60
trigger2 = var(10) = 2 && var(2) := 60
trigger3 = var(10) = 10&& var(2) := 120

;フェアリ　エムローン;18fで130°回転(60→-70)
[State 回転]
type = VarAdd
triggerall = time = [1,8]
trigger1 = var(10) = 1
trigger2 = var(10) = 2
var(2) = -10
[State 回転]
type = VarAdd
triggerall = time = [9,14]
trigger1 = var(10) = 1
trigger2 = var(10) = 2
var(2) = -6
[State 回転]
type = VarAdd
triggerall = time = [15,18]
trigger1 = var(10) = 1
trigger2 = var(10) = 2
var(2) = -4

;ブロデュー;38fで190°回転(120→-70)
[State 回転a];8f60
type = VarAdd
triggerall = time = [1,8]
trigger1 = var(10) = 10
var(2) = -ifelse(time%2=0,8,7)
[State 回転b];7f45
type = VarAdd
triggerall = time = [9,16]
trigger1 = var(10) = 10
var(2) = -ifelse(time%2=0,7,6)
[State 回転c];7f35
type = VarAdd
triggerall = time = [17,22]
trigger1 = var(10) = 10
var(2) = -5
[State 回転d];16f50
type = VarAdd
triggerall = time = [23,38]
trigger1 = var(10) = 10
var(2) = -ifelse(time%8=0,4,3)

[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)
;回転-----------------------------

;トランス　デス
[State Sフェードイン]
type = VarAdd
triggerall = var(4) = 0
triggerall = var(0) < 256
trigger1 = var(10) = 1
trigger2 = var(10) = 2
trigger3 = var(10) = 10
var(0) = 26

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1  && time = 62
trigger2 = var(10) = 2  && time = 42
trigger3 = var(10) = 10 && time = 88
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
triggerall = var(4) = 1
trigger1 = var(10) = 1
trigger2 = var(10) = 2
var(0) = -16

[State Sフェードアウト]
type = VarAdd
triggerall = var(4) = 1
trigger1 = var(10) = 10
var(0) = -8

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = time > 300;保険
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 雷マークBC
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;var(4)	トランス用フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(0)サイズXY

;ID 42781 マークB
;ID 42782 マークC

[Statedef 42780]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
SprPriority = -3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State アニメ　マークB]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(42781)
value = 42730
[State アニメ　マークC]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(42782)
value = 42740

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && (root,StateNo = [42500,42502])
trigger2 = var(10) = 2 && root,StateNo = 42600
trigger3 = var(10) = 10&& root,StateNo = 42800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;サイズ-----------------------------

;時間経過サイズ
[State サイズ　フェアリ]
type = VarAdd
triggerall = var(10) = 1
trigger1 = time = [1,30]
fvar(0) = 2.0/30

[State サイズ　エムローン]
type = VarAdd
triggerall = var(10) = 2
trigger1 = time = [1,25]
fvar(0) = 2.0/25

[State サイズ　ブロデュー]
type = VarAdd
triggerall = var(10) = 10
trigger1 = time = [1,38]
fvar(0) = 2.0/38

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
;サイズ-----------------------------

;回転-----------------------------

[State 初期角度]
type = null
triggerall = time = 0
trigger1 = var(10) = 1 && var(2) := 0
trigger2 = var(10) = 2 && var(2) := 0

[State 回転　フェアリ]
type = VarAdd
trigger1 = IsHelper(42781) && var(10) = 1
var(2) = ifelse(time < 28,7,5)
[State 回転　フェアリ]
type = VarAdd
trigger1 = IsHelper(42782) && var(10) = 1
var(2) = ifelse(time < 28,-5,-3)

[State 回転　エムローン]
type = VarAdd
trigger1 = IsHelper(42781) && var(10) = 2
var(2) = ifelse(time < 23,7,5)
[State 回転　エムローン]
type = VarAdd
trigger1 = IsHelper(42782) && var(10) = 2
var(2) = ifelse(time < 23,-5,-3)

[State 回転　ブロデュー]
type = VarAdd
trigger1 = IsHelper(42781) && var(10) = 10
var(2) = ifelse(time < 36,7,5)
[State 回転　ブロデュー]
type = VarAdd
trigger1 = IsHelper(42782) && var(10) = 10
var(2) = ifelse(time < 36,-5,-3)

[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)
;回転-----------------------------

;トランス　デス
[State Sフェードイン]
type = VarAdd
triggerall = var(4) = 0
triggerall = var(0) < 256
trigger1 = var(10) = 1
trigger2 = var(10) = 2
trigger3 = var(10) = 10
var(0) = 26

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1  && time = 62
trigger2 = var(10) = 2  && time = 42
trigger3 = var(10) = 10 && time = 88
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
triggerall = var(4) = 1
trigger1 = var(10) = 1
trigger2 = var(10) = 2
var(0) = -16

[State Sフェードアウト]
type = VarAdd
triggerall = var(4) = 1
trigger1 = var(10) = 10
var(0) = -8

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = time > 300;保険
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;プロデュームアナム
;---------------------------------------------------------------------------

[Statedef 42800]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0
Anim 		= 42800

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State アルカナフォース展開判定　ブレイズ発動]
type = VarSet
trigger1 = time = 0
var(46) = 2

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State se暗転ほわーん]
type = PlaySnd
trigger1 = time = 20
value = s4,3
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 10
value = s116,6
channel = 0

[State 画面揺れ]
type = EnvShake
trigger1 = time = 18
time = 60
freq = 90
ampl = -5
phase = 90

[State 画面揺れ]
type = EnvShake
trigger1 = time = 132
time = 30
freq = 90
ampl = -3
phase = 90

[State 手ビリビリエフェクト]
Type = Helper
Trigger1 = time = 0
StateNo 		= 42808
ID 				= 42808
name 			= "te"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 131
;PauseMoveTime 	= 131
IgnoreHitPause = 1
Persistent = 0

[State 暗転　雷マークセット]
Type = Helper
trigger1 = time = 0
StateNo 		= 42750
ID 				= 42750
name 			= "anten mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 131
;PauseMoveTime 	= 131
IgnoreHitPause = 1
Persistent = 0

[State 足元/手元マークセット]
Type = Helper
Trigger1  = AnimElemTime(11) = 0
StateNo 		= 42710
ID 				= 42710
name 			= "asimoto mark"
PosType 		= P1
SuperMoveTime 	= 18
IgnoreHitPause = 1
Persistent = 0

[State 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 131
IgnoreHitPause = 1

[State スパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 131
Movetime = 131
anim = -1
P2DefMul = 1
darken = 0

;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 131
;MoveTime = 131
;
[State seビリビリ]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(7) = 0
value = s51,0
FreqMul = 1.0

[State seビリビリ2]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s51,2
FreqMul = 0.75

[State 雷エフェクト1]
type = Explod
trigger1 = time%6 = 3
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(14) < 0
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 0,-80
Random 			= 10,20
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 131-time
;PauseMoveTime 	= 131-time
IgnoreHitPause = 1
[State 雷エフェクト2]
type = Explod
trigger1 = time%6 = 0
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(14) < 0
Anim 			= 42081+random%7
PosType 		= P1
Pos 			= 0,-25
Random 			= 20,10
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 131-time
;PauseMoveTime 	= 131-time
IgnoreHitPause = 1

[State プロデュームアナム演出飛び道具]
Type = Helper
Trigger1 = time = 55		;time=203(攻撃)
StateNo 		= 42810
ID 				= 42810
name 			= "ensyutu"
PosType 		= P1
SuperMoveTime 	= 76
IgnoreHitPause = 1
Persistent = 0

[State 0へ]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper ブロデュームアナム　手ビリビリエフェクト
;---------------------------------------------------------------------------
;var(4)	消滅フラグ
;var(5)	ポスX
;var(6)	ポスY

[Statedef 42808]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000;41808
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 色　青]
type = PalFX
trigger1 = 1
add = -150,-100,30
time = 1
color = 0

[State 消滅フラグ]
type = VarSet
trigger1 = root,StateNo != 42800
trigger2 = root,StateNo = 42800 && root,AnimElemTime(17) >= 0
var(4) = 1
persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 1;0f目にPalFxが効かないのでtime=1から
value = 41808
Persistent = 0

[State 消滅アニメ]
type = ChangeAnim
trigger1 = var(4) = 1
value = 41809
persistent = 0

;ポス-----------------------------

[State ポスXY]
type = null
trigger1 = root,AnimElem = 1
trigger1 = var(5) := -2
trigger1 = var(6) := -70
trigger2 = root,AnimElem = 2
trigger2 = var(5) := -21
trigger2 = var(6) := -90
trigger3 = root,AnimElem = 3
trigger3 = var(5) := -23
trigger3 = var(6) := -100
trigger4 = root,AnimElem = 4
trigger4 = var(5) := -18
trigger4 = var(6) := -95
trigger5 = root,AnimElem = 5
trigger5 = var(5) := -2
trigger5 = var(6) := -70
trigger6 = root,AnimElem = 6
trigger6 = var(5) := -13
trigger6 = var(6) := -80
trigger7 = root,AnimElem = 7
trigger7 = var(5) := 3
trigger7 = var(6) := -90
trigger8 = root,AnimElem = 8
trigger8 = var(5) := 9
trigger8 = var(6) := -123
trigger9 = root,AnimElem = 9
trigger9 = var(5) := -13
trigger9 = var(6) := -80
trigger10= root,AnimElem = 10
trigger10= var(5) := -2
trigger10= var(6) := -70
trigger11= root,AnimElem = 11
trigger11= var(5) := -21
trigger11= var(6) := -90
trigger12= root,AnimElem = 12
trigger12= var(5) := -23
trigger12= var(6) := -100
trigger13= root,AnimElem = 13
trigger13= var(5) := -18
trigger13= var(6) := -95
trigger14= root,AnimElem = 14
trigger14= var(5) := 39
trigger14= var(6) := -87
IgnoreHitPause = 1

[State ポス]
type = PosSet
trigger1 = root,StateNo = 42800 && root,AnimElemTime(17) < 0
x = root,Pos X + var(5)*root,facing
y = root,Pos Y + var(6)
IgnoreHitPause = 1
persistent = 1

;ポス-----------------------------

[State デス]
Type = DestroySelf
trigger1 = anim = 41809
trigger1 = animtime = 0
trigger2 = root,StateNo != 42800;保険

;---------------------------------------------------------------------------
;helper ブロデュームアナム演出
;---------------------------------------------------------------------------
;var(0) トランス用Sイクスプロッド用1
;var(1)	トランス用SDイクスプロッド用2
;var(2)	トランス用Sイクスプロッド用3
;var(3)	トランス用SDイクスプロッド用4
;var(4)	消滅フラグ(爆発スイッチ)

[Statedef 42810]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 42810

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

[State 爆発スイッチ]
type = VarSet
trigger1 =  root,MoveType = H && (Root,StateNo != [150,159])
var(4) = 1
IgnoreHitPause = 1
persistent = 0

[State ヒット判別];ヒット前本体ダメージ
type = VarSet
trigger1 = var(4) = 1
var(38) = 42831
IgnoreHitPause = 1
persistent = 0

[State ポス]
type = PosSet
trigger1 = time = 0
x = root,Pos X -10*facing
y = -115
IgnoreHitPause = 1
Persistent = 0

[State 速度]
type = VelAdd
trigger1 = var(4) = 0
trigger1 = time >= 80
y = -1
[State 速度]
type = VelSet
trigger1 = var(4) = 1
x = 0
y = 0

[State seブロロ]
type = PlaySnd
trigger1 = time = 0
value = s51,3
FreqMul = 1.2

[State seブロロ]
type = PlaySnd
trigger1 = time = 20
value = s51,6
FreqMul = 1.2

;イクスプロッド-------------------------
[State バンリーオーラ]
type = Explod
trigger1 = time = 0
Anim 			= 42811
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
PauseMoveTime 	= 9999
SprPriority 	= -2
IgnoreHitPause = 1
Persistent = 0
ID = 42811

[State バンリー本体]
type = Explod
trigger1 = time = 21
Anim 			= 42812
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
PauseMoveTime 	= 9999
SprPriority 	= -1
IgnoreHitPause = 1
Persistent = 0
ID = 42812

[State バンリー突撃形態オーラ]
type = Explod
trigger1 = time = 65
Anim 			= 42813
PosType 		= P1
Pos 			= -10,75
Scale 			= 0.65,0.65
BindTime 		= -1
PauseMoveTime 	= 9999
SprPriority 	= -2
IgnoreHitPause = 1
Persistent = 0
ID = 42813

[State バンリー突撃形態本体]
type = Explod
trigger1 = time = 80
Anim 			= 42814
PosType 		= P1
Pos 			= -10,75
Scale 			= 0.65,0.65
BindTime 		= -1
PauseMoveTime 	= 9999
SprPriority 	= -1
IgnoreHitPause = 1
Persistent = 0
ID = 42814

;トランス---------------------------
[State Sイン　バンリーオーラ]
type = VarAdd
triggerall = var(0) < 256
trigger1 = time = [1,16]
var(0) = 16+(16*(time > 51))
[State Sアウト　バンリーオーラ]
type = VarAdd
triggerall = var(0) > 0
trigger1 = time = [60,75]
var(0) = -16

[State SDイン　バンリー本体]
type = VarAdd
trigger1 = time = [21,36]
var(1) = 16
[State SDアウト　バンリー本体]
type = VarAdd
trigger1 = time = [52,67]
var(1) = -16

[State Sイン　突撃形態オーラ]
type = VarAdd
trigger1 = time = [65,80]
var(2) = 16
[State Sアウト　突撃形態オーラ]
type = VarAdd
trigger1 = time = [81,96]
var(2) = -16

[State SDイン　突撃形態本体]
type = VarAdd
triggerall = var(3) < 256
trigger1 = time >= 80
var(3) = 32

;トランス---------------------------
[State バンリーオーラ]
type = ModifyExplod
trigger1 = NumExplod(42811)
ID = 42811
trans 			= addalpha
alpha 			= var(0),256
[State バンリー本体]
type = ModifyExplod
trigger1 = NumExplod(42812)
ID = 42812
trans 			= addalpha
alpha 			= var(1),256-var(1)
[State バンリー突撃形態オーラ]
type = ModifyExplod
trigger1 = NumExplod(42813)
ID = 42813
trans 			= addalpha
alpha 			= var(2),256
[State バンリー突撃形態本体]
type = ModifyExplod
trigger1 = NumExplod(42814)
ID = 42814
trans 			= addalpha
alpha 			= var(3),256-var(3)

[State 消去　バンリーオーラ]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = time >= 76
ID = 42811
[State 消去　バンリー本体]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = time >= 68
ID = 42812
[State 消去　バンリー突撃形態オーラ]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = time >= 97
ID = 42813
[State 消去　バンリー突撃形態本体]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = time >= 150
ID = 42814

;イクスプロッド-------------------------

[State 爆発]
type = ChangeState
trigger1 = var(4) = 1
value = 42830

[State 攻撃へ]
type = ChangeState
trigger1 = NumExplod(42811) = 0
trigger1 = NumExplod(42812) = 0
trigger1 = NumExplod(42813) = 0
trigger1 = NumExplod(42814) = 0
value = 42820


;---------------------------------------------------------------------------
;helper ブロデュームアナム(攻撃)
;---------------------------------------------------------------------------
;var(37)アルカナ技　グレイズ有効時間
;var(38)ヒット判別ID用

[Statedef 42820]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 42820
SprPriority = 2

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

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = 1.5,1.5

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerall = NumEnemy > 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-30-(EnemyNear,Const(Size.Ground.Front)), 30+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-70, 70-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Pos 			= floor(P2Dist X-EnemyNear,Const(Size.Ground.Front)), 0
Scale 			= 0.5, 0.5
bindtime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5
ID = 20981
[State グレイズエフェクト2]
type = Explod
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-30-(EnemyNear,Const(Size.Ground.Front)), 30+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-70, 70-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= floor(P2Dist X-EnemyNear,Const(Size.Ground.Front)), 0
Scale 			= 0.5, 0.5
bindtime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 5
ID = 20985

[State seグレイズ]
type = PlaySnd
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-30-(EnemyNear,Const(Size.Ground.Front)), 30+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-70, 70-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 5

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-30-(EnemyNear,Const(Size.Ground.Front)), 30+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-70, 70-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 17
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 18
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State seブロロロ（逆）]
type = PlaySnd
trigger1 = time = 0
value = s51,4

[State ポス]
type = PosSet
trigger1 = time = 0
x = enemyNear,Pos X -70 *facing
y = enemyNear,Pos Y -620

[State 速度]
type = VelSet
trigger1 = time = 1
x = 2
y = 6
[State 加速]
type = VelAdd
trigger1 = time > 1
y = 0.5

[State 攻撃ブロデュームアナム]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr 				= A, HP
damage 				= Ceil(root,FVar(10)*379),Ceil(root,FVar(10)*38)
animtype 			= Hard
getpower 			= 0,0
givepower 			= 30,30
guardflag 			= M
hitflag 			= MAFD
priority 			= 7,Hit
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,50
ground.slidetime 	= 23	;(省略時0)
ground.hittime 		= 24	;(省略時0)
air.hittime 		= 29	;(省略時20)
guard.pausetime 	= 0,15
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= 0,10
guard.velocity 		= -10
air.velocity 		= 0,8
airguard.velocity 	= -5.0,-3.0

yaccel 				= 0.44
fall 				= 1
fall.recover 		= 0
fall.recovertime 	= 200
fall.yvelocity 		= -8.0

guard.kill 			= 0
ID 					= 42820

PalFX.Time 			= 120
PalFX.Add 			= -80,-80,30

envshake.time 		= 8
envshake.freq 		= 90
envshake.ampl 		= -8
envshake.phase 		= 90
fall.envshake.time 	= 8
fall.envshake.freq 	= 90
fall.envshake.ampl 	= -15
fall.envshake.phase = 90

[State KOスローなし]
Type = AssertSpecial
Trigger1 = MoveHit
flag = nokoslow

[State seヒット]
type = PlaySnd
Trigger1 = MoveHit
value = s51,2
FreqMul = 1.0
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------
[State ヒットエフェクト]
type = Explod
Trigger1 = MoveHit
Trigger1 = NumTarget(42820)
trigger1 = target,stateno = 5000 || target,stateno = 5020
Trigger1 = NumExplod(42820) = 0
Anim 			= 42090
PosType 		= P2
Pos 			= 0,Target(42820),Const(size.mid.pos.Y)-15
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 42820
;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.50
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.80
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出]
type = ParentVarSet
Trigger1 = MoveHit
Trigger1 = RoundState = 2
var(34) = 5
IgnoreHitPause = 1
Persistent = 0
;補正等々--------

[State ヒット判別];ヒット前本体ダメージ
type = VarSet
trigger1 = MoveContact = 0
trigger1 = root,MoveType = H && (Root,StateNo != [150,159])
var(38) = 42831
IgnoreHitPause = 1
[State ヒット判別];地面接触
type = VarSet
trigger1 = (vel Y > 0) && (Pos Y >= 0)
var(38) = 42832
IgnoreHitPause = 1

[State 爆発へ]
type = ChangeState
trigger1 = var(38)
value = 42830

;---------------------------------------------------------------------------
;helper ブロデュームアナム(爆発)
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッドヨウ
;var(4)	消滅フラグ(爆発スイッチ)
;fvar(11)イクスプロッドサイズ用1

[Statedef 42830]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
VelSet 		= 0,0
SprPriority = 2

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

[State ポス]
type = PosSet
trigger1 = time = 0
trigger1 = var(38) = 42832
y = 0

[State seドカーン]
type = PlaySnd
trigger1 = time = 0
value = s51,5
IgnoreHitPause = 1
persistent = 0

[State 画面揺れ]
type = EnvShake
trigger1 = time = 0
time = 30
freq = 90
ampl = -10
phase = 90
IgnoreHitPause = 1
persistent = 0

[State ポス]
type = PosAdd
trigger1 = PrevStateNo = 42810
x = -30
y = -20
IgnoreHitPause = 1
Persistent = 0

;イクスプロッド-------------------------

[State 爆発エフェクト1];上向き
type = Explod
trigger1 = var(38)=42831
trigger2 = var(38)=42832
Anim 			= 42830
Postype 		= P1
Pos 			= 10,-10
vfacing 		= 1
SprPriority 	= 3
IgnoreHitPause = 1
Persistent = 0
ID = 42830
[State 爆発エフェクト2];下向き
type = Explod
trigger1 = var(38)=42831
Anim 			= 42830
Postype 		= P1
Pos 			= 10,-10
vfacing 		= -1
SprPriority 	= 3
IgnoreHitPause = 1
Persistent = 0
ID = 42830

;サイズ----------------
[State XY]
type = VarSet
Trigger1  = time = 0
fvar(11) = 1.0
IgnoreHitPause = 1
Persistent = 0
[State XY]
type = VarAdd
Trigger1  = time >= 4
fvar(11) = 0.03
IgnoreHitPause = 1

;サイズ----------------

;トランス--------------
[State Sトランス]
type = VarSet
Trigger1  = time = 0
var(0) = 256
IgnoreHitPause = 1
Persistent = 0

[State Sフェードアウト]
type = VarAdd
Trigger1  = time > 20
var(0) = -16
IgnoreHitPause = 1
;トランス--------------

[State 爆発エフェクト]
type = ModifyExplod
trigger1 = NumExplod(42830)
ID = 42830
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(0),256
IgnoreHitPause = 1

[State 消去　爆発エフェクト]
type = RemoveExplod
trigger1 = var(0) < 0
ID = 42830
IgnoreHitPause = 1

;イクスプロッド-------------------------

[State ホコリ5]
Type = Helper
trigger1 = NumTarget(42820)
trigger1 = target(42820),time=1 && target,stateno = 5100
StateNo 		= 20994
ID 				= 20994
name 			= "Dust5"
PosType 		= P2
Pos 			= -10,10
size.xscale 	= 0.5
size.yscale 	= 0.5
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State デス]
type = DestroySelf
trigger1 = time >= 0
trigger1 = NumExplod(42830) = 0
trigger1 = NumTarget(42820) = 0
trigger1 = NumHelper(20994) = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;43000 時アヌトゥパーダ

;---------------------------------------------------------------------------
;虚空の意
;---------------------------------------------------------------------------
[Statedef 43010]
type 		= S
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 43010

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6 || var(46) = 3
value = anim+2
IgnoreHitPause = 1
Persistent = 0

[State エフェクト用ヘルパー]
Type = Helper
Trigger1 = time = 0
StateNo 		= 43015
ID 				= 43015
name 			= "effect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0
[State カメラ用ヘルパー]
Type = Helper
Trigger1 = Anim = 43010 && time = 15
Trigger2 = Anim = 43012 && time = 12
StateNo 		= 43014
ID 				= 43014
name 			= "camera"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State カメラ]
type = ScreenBound
trigger1 = NumHelper(43014)
value = 0
;movecamera = 1,0

[State 押し判定]
type = PlayerPush
trigger1 = Anim = 43010 && (time = [5,19])
Trigger2 = Anim = 43012 && (time = [2,17])
value = 0

[State 透明]
type = AssertSpecial
trigger1 = Anim = 43010 && (time = [5,19])
Trigger2 = Anim = 43012 && (time = [2,17])
Flag  = invisible
;Flag2 = noshadow

[State 無敵]
type = NotHitBy
trigger1 = Anim = 43010 && (time = [10,20])
Trigger2 = Anim = 43012 && (time = [7,17])
value = SCA
time = 1

[State ポス]
type = PosAdd
trigger1 = Anim = 43010 && time = 20
Trigger2 = Anim = 43012 && time = 17
X = 130
IgnoreHitPause = 1
Persistent = 0
[State ポス]
type = PosAdd
triggerall = NumHelper(43015)
trigger1 = Anim = 43010 && time = 20
X = helper(43015),var(43)
IgnoreHitPause = 1
Persistent = 0
[State ポス]
type = PosAdd
triggerall = NumHelper(43015)
Trigger1 = Anim = 43012 && time = 17
X = helper(43015),var(43)*1.35
IgnoreHitPause = 1
Persistent = 0

[State 速度　出現時]
type = VelSet
trigger1 = Anim = 43010 && time = 20
Trigger2 = Anim = 43012 && time = 17
x = ifelse(Anim = 43010,16,20)

[State 地上ホーミング移動or停止へ]
type = changestate
trigger1 = Anim = 43010 && time > 20
Trigger2 = Anim = 43012 && time > 17
value = 43011

;---------------------------------------------------------------------------
;虚空の意停止
;---------------------------------------------------------------------------
[Statedef 43011]
type 		= S
movetype 	= I
physics 	= S
ctrl 		= 0
;faceP2 = 1

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = anim+1
IgnoreHitPause = 1
Persistent = 0

[State dust2]
type = Explod
trigger1 = time = 0
anim 			= 20992
postype 		= p1
pos 			= 40, 0
facing 			= -1
bindtime 		= 1
scale 			= 0.5,0.3
ownpal 			= 1
sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

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

[State ターン]
type = Turn
trigger1 = time <= 2;1
trigger1 = P2Dist X < 0

[State 歩けない]
type = AssertSpecial
trigger1 = 1
flag  = NoWalk

[State コントロール]
type = CtrlSet
trigger1 = Anim = 43011 && Time >= 17
trigger2 = Anim = 43013 && Time >= 12
value = 1

[State 0へ]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;helper 虚空の意　カメラ用ヘルパー
;---------------------------------------------------------------------------

[Statedef 43014]
type 		= A
movetype 	= I
physics 	= N
Anim 		= 9999
ctrl 		= 0
sprpriority = 1

[State 影無し]
type = AssertSpecial
trigger1 = 1
Flag  = noshadow
Flag2 = invisible

[State カメラ]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

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

[State ポス]
type = PosAdd
trigger1 = time = 0
X = 180
IgnoreHitPause = 1
Persistent = 0
[State ポス]
type = PosAdd
trigger1 = root,var(33) = 1
X = 20;15
IgnoreHitPause = 1

[State デス]
Type = DestroySelf
trigger1 = time > 6
trigger2 = root,StateNo != 43010

;---------------------------------------------------------------------------
;helper 虚空の意　エフェクト用ヘルパー
;---------------------------------------------------------------------------
;var(0)	トランス用S　イクスプロッド用
;var(1)	トランス用S　イクスプロッド用
;var(2)	トランス用S　イクスプロッド用
;var(43)ボタンホールド親移動距離増加

[Statedef 43015]
type = S
movetype = I
physics = N
Anim = 43015
ctrl = 0
sprpriority = 1

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 親アニメ判別]
type = VarSet
trigger1 = time = 0
var(11) = root,Anim

[State 影無し]
type = AssertSpecial
trigger1 = var(11)=43010 && time < 10
trigger2 = var(11)=43010 && time >= 16
trigger3 = var(11)=43012 && time < 7
trigger4 = var(11)=43012 && time >= 13
Flag  = invisible
;Flag2 = noshadow

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

[State 親移動距離増加]
type = VarAdd
trigger1 = var(11)=43010
trigger1 = time = [10,19]
trigger1 = root,var(33) = 1
trigger2 = var(11)=43012
trigger2 = time = [7,16]
trigger2 = root,var(33) = 1
var(43) = 15


;イクスプロッド-----------
[State 残像1]
type = Explod
trigger1 = var(11)=43010 && time = 4
trigger2 = var(11)=43012 && time = 1
Anim 			= 43015
PosType 		= P1
Scale 			= 0.5,0.5
Accel 			= 1.2,0
RemoveTime 		= 20
SprPriority 	= 3
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43016

[State 残像2]
type = Explod
trigger1 = var(11)=43010 && time = 10
trigger2 = var(11)=43012 && time = 7
Anim 			= 43015
PosType 		= P1
Scale 			= 0.5,0.5
Accel 			= 1.4,0
RemoveTime 		= 21
SprPriority 	= 3
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43017

[State 残像3]
type = Explod
trigger1 = var(11)=43010 && time = 16
trigger2 = var(11)=43012 && time = 13
Anim 			= 43015
PosType 		= P1
Scale 			= 0.5,0.5
Accel 			= 1.6,0
RemoveTime 		= 22
SprPriority 	= 3
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43018

[State トランス]
type  = null
triggerall = time = 0
trigger1 = 1 || var(0) := 256
trigger1 = 1 || var(1) := 224
trigger1 = 1 || var(2) := 192

[State Sフェードアウト　残像1]
type  = VarAdd
trigger1 = var(11)=43010 && time >= 16
trigger2 = var(11)=43012 && time >= 13
var(0) = -32
[State Sフェードアウト　残像2]
type  = VarAdd
trigger1 = var(11)=43010 && time >= 22
trigger2 = var(11)=43012 && time >= 19
var(1) = -28
[State Sフェードアウト　残像3]
type  = VarAdd
trigger1 = var(11)=43010 && time >= 28
trigger2 = var(11)=43012 && time >= 25
var(2) = -24

[State トランス　残像1]
type = ModifyExplod
trigger1 = NumExplod(43016)
ID = 43016
trans = addalpha
alpha = var(0),256-var(0)
[State トランス　残像2]
type = ModifyExplod
trigger1 = NumExplod(43017)
ID = 43017
trans = addalpha
alpha = var(1),256-var(1)
[State トランス　残像3]
type = ModifyExplod
trigger1 = NumExplod(43018)
ID = 43018
trans = addalpha
alpha = var(2),256-var(2)

;イクスプロッド-----------

[State 消去　残像1]
type = RemoveExplod
trigger1 = var(0) <= 0
trigger2 = root,MoveType = H
ID = 43016
[State 消去　残像2]
type = RemoveExplod
trigger1 = var(1) <= 0
trigger2 = root,MoveType = H
ID = 43017
[State 消去　残像3]
type = RemoveExplod
trigger1 = var(2) <= 0
trigger2 = root,MoveType = H
ID = 43018

[State デス]
Type = DestroySelf
trigger1 = time > 28
trigger1 = NumExplod(43016) = 0
trigger1 = NumExplod(43017) = 0
trigger1 = NumExplod(43018) = 0
trigger2 = time > 48
trigger3 = root,MoveType = H

;---------------------------------------------------------------------------
;helper 塵染の意
;---------------------------------------------------------------------------
;var(0)	トランス用

[Statedef 43020]
type 		= S
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 43020

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State 成功へ]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP
pausetime     = 0,20
numhits       = 0
sparkno       = -1
sparkxy       = 0,0
hitsound      = s5,2
P1StateNo = 43021

[State 速度　初速]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = root,const(velocity.run.back.x)
y = root,const(velocity.run.back.y)

[State 速度　X減速]
type = VelMul
trigger1 = AnimElemTime(2) = 10
x = 0.5

[State 速度　Y]
type = Veladd
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
y = 0.27

[State フォース効果中重力増]
type = VelAdd
trigger1 = root,var(46) = 6 || root,var(46) = 3
trigger1 = AnimElemTime(4) < 0
y = 0.1

[State 速度　0]
type = VelSet
trigger1 = Animelem = 4
x = 0
y = 0

[State 速度　端時]
type = VelSet
trigger1 = BackEdgeDist < 10
x = 0

[State アニメ着地]
type = ChangeAnim
trigger1 = Pos Y > 0
trigger1 = AnimElemTime(3) >= 0
value = anim
elem = 4
persistent = 0

[State ポス]
type = PosSet
trigger1 = Animelem = 4
trigger2 = Pos Y > 0
y = 0

[State 状態]
type = StateTypeSet
trigger1 = AnimElem = 4
physics = S

;トランス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 160
IgnoreHitPause = 1
persistent = 1

[State フェードアウト]
type = VarAdd
trigger1 = AnimElemTime(3) >= 0
var(0) = -16
IgnoreHitPause = 1
persistent = 1

[State トランス]
Type = Trans
Trigger1 = 1
trans = addalpha
alpha = var(0),256-var(0)

[State デス]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 塵染の意(喰らいモーション)
;---------------------------------------------------------------------------
;var(0)	トランス用

[Statedef 43021]
type 		= S
movetype 	= H
physics 	= S
ctrl 		= 0
Anim 		= 43021
VelSet 		= 0,0

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポス]
type = PosSet
trigger1 = time = 0
y = 0

;トランス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 160
IgnoreHitPause = 1
persistent = 1

[State フェードアウト]
type = VarAdd
trigger1 = time >= 1
var(0) = -5
IgnoreHitPause = 1
persistent = 1

[State トランス]
Type = Trans
Trigger1 = 1
trans = addalpha
alpha = var(0),256-var(0)

[State デス]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;因果の意(吹き飛ばし溜め後の隙)
;---------------------------------------------------------------------------
[Statedef 43030]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State アニメ]
type = ChangeAnim
Trigger1 = PrevStateNo = 290
Trigger1 = Time = 0
value = 43031
[State アニメ]
type = ChangeAnim
Trigger1 = PrevStateNo = 300
Trigger1 = Time = 0
value = 43032

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6 || var(46) = 3
value = anim+2
IgnoreHitPause = 1
Persistent = 0

[State 時　因果の意(吹き飛ばし待機)]
Type = Helper
triggerall = NumHelper(43041) = 0
triggerall = time = 0
trigger1 = Anim = 43031 || Anim = 43033
StateNo 		= 43035
ID 				= ifelse(var(35),43036,43035)
name 			= "Inga"
PosType 		= P1
Ownpal 			= 1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 時　因果の意(打ち上げ待機)]
Type = Helper
triggerall = NumHelper(43042) = 0
triggerall = time = 0
trigger1 = Anim = 43032 || Anim = 43034
StateNo 		= 43037
ID 				= ifelse(var(35),43038,43037)
name 			= "Inga"
PosType 		= P1
Ownpal 			= 1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 0へ]
type = Changestate
trigger1 = Anim = 43031 || Anim = 43033
trigger1 = Animtime = 0
value = 0
ctrl = 1
[State 11へ]
type = Changestate
trigger1 = Anim = 43032 || Anim = 43034
trigger1 = Animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;helper 因果の意(吹き飛ばし)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(4)	状況　消滅フラグ
;var(8)	向き
;var(25)親との距離X
;var(35)タイム代用
;var(38)ヒット判別

;ID43035 通常
;ID43036 本不生の意効果時間中
;ID43835 本不生の意発動時置き換え

[Statedef 43035]
type 		= S
physics 	= S
movetype 	= I
anim 		= 43035
ctrl 		= 0
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;本不生の意発動時置き換えよう
[State 置き換え版]
type = ChangeAnim
trigger1 = IsHelper(43835)
value = 43035
elem = 1+var(10)
Persistent = 0

[State 向き]
type = VarSet
trigger1 = time = 0
var(8) = facing
IgnoreHitPause = 1

[State 本体との距離];+で子→親　-で親→子
type = VarSet
trigger1 = 1
var(25) = -floor(rootDist X)*facing*root,facing
IgnoreHitPause = 1

[State 進行状況タイム代用]
type = null
triggerall = IsHelper(43035)
trigger1 = AnimElemTime(1) = 1 && var(35) := 1
trigger2 = AnimElemTime(1) = 2 && var(35) := 1

trigger3 = AnimElemTime(2) = 1 && var(35) := 2
trigger4 = AnimElemTime(2) = 2 && var(35) := 2
trigger5 = AnimElemTime(2) = 3 && var(35) := 2

trigger6 = AnimElemTime(3) = 1 && var(35) := 3
trigger7 = AnimElemTime(3) = 2 && var(35) := 3
trigger8 = AnimElemTime(3) = 3 && var(35) := 3

trigger9 = AnimElemTime(4) = 1 && var(35) := 4
trigger10= AnimElemTime(4) = 2 && var(35) := 4

trigger11= AnimElemTime(5) = 1 && var(35) := 5
trigger12= AnimElemTime(5) = 2 && var(35) := 5
trigger13= AnimElemTime(5) = 3 && var(35) := 5
trigger14= AnimElemTime(5) = 4 && var(35) := 5
trigger15= AnimElemTime(5) = 5 && var(35) := 5
trigger16= AnimElemTime(5) = 6 && var(35) := 5
trigger17= AnimElemTime(5) = 7 && var(35) := 5
trigger18= AnimElemTime(5) = 8 && var(35) := 5

trigger19= AnimElemTime(6) = 1 && var(35) := 6
trigger20= AnimElemTime(6) = 2 && var(35) := 6
trigger21= AnimElemTime(6) = 3 && var(35) := 6
trigger22= AnimElemTime(6) = 4 && var(35) := 6
trigger23= AnimElemTime(6) = 5 && var(35) := 6
trigger24= AnimElemTime(6) = 6 && var(35) := 6
trigger25= AnimElemTime(6) = 7 && var(35) := 6

trigger26= AnimElemTime(7) = 1 && var(35) := 7
trigger27= AnimElemTime(7) = 2 && var(35) := 7
trigger28= AnimElemTime(7) = 3 && var(35) := 7
trigger29= AnimElemTime(7) = 4 && var(35) := 7
trigger30= AnimElemTime(7) = 5 && var(35) := 7

trigger31= AnimElemTime(8) = 1 && var(35) := 8
trigger32= AnimElemTime(8) = 2 && var(35) := 8
trigger33= AnimElemTime(8) = 3 && var(35) := 8
trigger34= AnimElemTime(8) = 4 && var(35) := 8
trigger35= AnimElemTime(8) = 5 && var(35) := 8
trigger36= AnimElemTime(8) = 6 && var(35) := 8
trigger37= AnimElemTime(8) = 7 && var(35) := 8
trigger38= AnimElemTime(8) = 8 && var(35) := 8
trigger39= AnimElemTime(8) = 9 && var(35) := 8
trigger40= AnimElemTime(8) = 10&& var(35) := 8
trigger41= AnimElemTime(8) = 11&& var(35) := 8
trigger42= AnimElemTime(8) = 12&& var(35) := 8
trigger43= AnimElemTime(8) = 13&& var(35) := 8
trigger44= AnimElemTime(8) = 14&& var(35) := 8
trigger45= AnimElemTime(8) = 15&& var(35) := 8
trigger46= AnimElemTime(8) = 16&& var(35) := 8
trigger47= AnimElemTime(8) = 17&& var(35) := 8
IgnoreHitPause = 1


;==========================待期
[State se]
type = PlaySnd
trigger1 = var(4) = 0
trigger1 = time = 0
value = s52,0
freqmul = 1.08
channel = 3
IgnoreHitPause = 1
Persistent = 0

[State 投げに対して無敵]
type = NotHitBy
trigger1 = var(4) = 0
time = 1
value = , AT
IgnoreHitPause = 1

[State 打・飛び道具に当たる]
type = HitBy
trigger1 = var(4) = 0
value = SCA, AA, AP
time = 1
IgnoreHitPause = 1

[State 打撃・飛び道具の相殺]
type = HitOverride
trigger1 = var(4) = 0
attr = SCA, AA, AP
stateno = 43040
slot = 1
time = 1
IgnoreHitPause = 1

[State 待期]
type = ChangeAnim
triggerall = AnimElemTime(2) < 0
trigger1 = Root,command = "holda"
trigger2 = Root,command = "holdb"
trigger3 = Root,command = "holdc"
trigger4 = Root,command = "holdy"
trigger5 = Root,command = "holdz"
trigger6 = Root,command = "holds"
trigger7 = var(4) = 1
value = anim
elem = 1
IgnoreHitPause = 1

;トランス　デス
[State 状況　消滅フラグ]
type = VarSet
triggerall = AnimElemTime(2) < 0
trigger1 = Root,MoveType = H
trigger2 = Root,StateNo = [150,155]
var(4) = 1

[State Sフェードイン]
type = VarAdd
triggerall = IsHelper(43035) || IsHelper(43036)
trigger1 = var(4) = 0
trigger1 = var(0) < 128
trigger1 = time <= 4
var(0) = 32

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -8

[State トランス]
type = Trans
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trans = addalpha
alpha = var(0),256-var(0)

[State 無敵]
type = NotHitBy
trigger1 = var(4) = 1
time = 1
value = SCA
IgnoreHitPause = 1

;==========================攻撃開始
[State 状況　攻撃開始]
type = VarSet
trigger1 = AnimElemTime(2) = 1
var(4) = 2
[State フェードアウトスイッチ]
type = VarSet
trigger1 = AnimElemTime(8) >= 2
var(4) = 3
IgnoreHitPause = 1
persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = var(38) = 0
trigger1 = var(4) = 2
movetype = A
[State 状態]
type = StateTypeSet
trigger1 = var(4) = 3
movetype = I

[State 無敵]
type = NotHitBy
trigger1 = var(4) = 2
trigger2 = var(4) = 3
value = SCA
time = 1

[State se素振り]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1,4
channel = 1

[State 速度]
type = VelSet
trigger1 = AnimElem = 2
x = 2
[State 速度]
type = VelSet
trigger1 = AnimElem = 3
x = 4
[State 速度]
type = VelSet
trigger1 = AnimElem = 4
x = 6

;エフェクト-----------------------
[State 吹っ飛ばし攻撃1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 43045
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43045
[State 吹っ飛ばし攻撃2]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= 43046
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43046

[State 消去　吹っ飛ばし攻撃1]
type = RemoveExplod
trigger1 = AnimTime = 0
trigger2 = var(0) <= 0
trigger3 = IsHelper(43035)
trigger3 = root,var(35)
trigger4 = AnimElemTime(5) = 0
ID = 43045
[State 消去　吹っ飛ばし攻撃2]
type = RemoveExplod
trigger1 = AnimTime = 0
trigger2 = var(0) <= 0
trigger3 = IsHelper(43035)
trigger3 = root,var(35)
trigger4 = AnimElemTime(7) = 0
ID = 43046

;エフェクト-----------------------

[State 攻撃　因果の意(吹き飛ばし)]
type = HitDef
triggerall = !MoveContact && !MoveReversed
triggerall = var(38) = 0
trigger1 = AnimElem = 4
attr 				= S, NA
damage 				= Ceil(Root,FVar(10)*68)
animtype 			= Hard
getpower 			= ceil(55*Root,fvar(21)),ceil(55*Root,fvar(21))
givepower 			= 50,50
guardflag 			= M
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,3
guardsound 			= s6,2
sparkno 			= ifelse(root,var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-45) ,floor(p2dist y/2-60)
ground.type 		= High
air.type 			= Low

pausetime 			= 10,10+root,var(36)
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 10,10
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -5
guard.velocity 		= -5
air.velocity 		= -2.5,-4.2
airguard.velocity 	= -1.0,-4.2

yaccel 				= 0.44
fall 				= 1
fall.recovertime 	= Ceil(root,fvar(20)*60+10)

guard.kill 			= 0
p1facing 			= 1
p2facing 			= 1
ID 					= 43035

;PalFX.Time 			= ifelse(root,var(36),root,var(36),0)
;PalFX.Mul 			= 150, 150, 150

[State ヒット判別]
type = VarSet
trigger1 = MoveContact
var(38) = 1
IgnoreHitPause = 1
persistent = 0

[State 相手復帰可能時間カウントダウン用]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = EnemyNear,stateno = 293
var(25) = Ceil(root,fvar(20)*60)
IgnoreHitPause = 1
persistent = 0

[State 相手ロック]
type = TargetState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = NumTarget(43035)
triggerall = !Target(43035),IsHelper
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 293
ID = 43035
IgnoreHitPause = 1
persistent = 0

[State 相手空中受身エフェクト用]
Type = Helper
trigger1 = root,var(25)
trigger1 = NumHelper(20918) = 0
StateNo 		= 20918
ID 				= 20918
name 			= "A recover"
PosType 		= P2
OwnPal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク--------------------
[State 打スパーク]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = MoveHit
trigger1 = numtarget
trigger1 = target,time=1 && (target,stateno = 293)
StateNo 		= ifelse(root,var(51)=1,20100,ifelse(root,var(51)=2,20400,20400))
ID 				= 43031
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/2-60)
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 5,-60
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = Root,fvar(11)*0.83
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.92
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 0
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

;トランス
[State Sトランス]
type = VarSet
trigger1 = var(4) = 2
var(0) = 256
IgnoreHitPause = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 3
var(0) = -23

[State トランス]
type = Trans
trigger1 = var(4) = 2
trigger2 = var(4) = 3
trans = addalpha
alpha = var(0),256-floor(var(0)*0.5)

;デス
[State デス]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = var(0) <= 0

trigger3 = IsHelper(43035)
trigger3 = root,var(35)
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;helper 因果の意(打ち上げ)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(4)	状況　消滅フラグ
;var(8)	向き
;var(25)親との距離X
;var(35)タイム代用
;var(38)ヒット判別

;ID43037 通常
;ID43038 本不生の意効果時間中
;ID43837 本不生の意発動時置き換え

[Statedef 43037]
type 		= C
physics 	= C
movetype 	= I
anim 		= 43037
ctrl 		= 0
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;本不生の意発動時置き換えよう
[State 置き換え版]
type = ChangeAnim
trigger1 = IsHelper(43837)
value = 43037
elem = 1+var(10)
Persistent = 0

[State 向き]
type = VarSet
trigger1 = time = 0
var(8) = facing
IgnoreHitPause = 1

[State 本体との距離];+で子→親　-で親→子
type = null
trigger1 = 1 || var(25) := -floor(rootDist X)*facing*root,facing
IgnoreHitPause = 1

[State 進行状況タイム代用]
type = null
triggerall = IsHelper(43037)
trigger1 = AnimElemTime(1) = 1 && var(35) := 1
trigger2 = AnimElemTime(1) = 2 && var(35) := 1

trigger3 = AnimElemTime(2) = 1 && var(35) := 2
trigger4 = AnimElemTime(2) = 2 && var(35) := 2
trigger5 = AnimElemTime(2) = 3 && var(35) := 2

trigger6 = AnimElemTime(3) = 1 && var(35) := 3
trigger7 = AnimElemTime(3) = 2 && var(35) := 3
trigger8 = AnimElemTime(3) = 3 && var(35) := 3

trigger9 = AnimElemTime(4) = 1 && var(35) := 4
trigger10= AnimElemTime(4) = 2 && var(35) := 4
trigger11= AnimElemTime(4) = 3 && var(35) := 4

trigger12= AnimElemTime(5) = 1 && var(35) := 5
trigger13= AnimElemTime(5) = 2 && var(35) := 5

trigger14= AnimElemTime(6) = 1 && var(35) := 6
trigger15= AnimElemTime(6) = 2 && var(35) := 6
trigger16= AnimElemTime(6) = 3 && var(35) := 6

trigger17= AnimElemTime(7) = 1 && var(35) := 7
trigger18= AnimElemTime(7) = 2 && var(35) := 7
trigger19= AnimElemTime(7) = 3 && var(35) := 7
trigger20= AnimElemTime(7) = 4 && var(35) := 7
trigger21= AnimElemTime(7) = 5 && var(35) := 7
trigger22= AnimElemTime(7) = 6 && var(35) := 7

trigger23= AnimElemTime(8) = 1 && var(35) := 8
trigger24= AnimElemTime(8) = 2 && var(35) := 8
trigger25= AnimElemTime(8) = 3 && var(35) := 8
trigger26= AnimElemTime(8) = 4 && var(35) := 8

trigger27= AnimElemTime(9) = 1 && var(35) := 9
trigger28= AnimElemTime(9) = 2 && var(35) := 9
trigger29= AnimElemTime(9) = 3 && var(35) := 9
trigger30= AnimElemTime(9) = 4 && var(35) := 9

trigger31= AnimElemTime(10) = 1 && var(35) := 10
trigger32= AnimElemTime(10) = 2 && var(35) := 10
trigger33= AnimElemTime(10) = 3 && var(35) := 10
trigger34= AnimElemTime(10) = 4 && var(35) := 10
trigger35= AnimElemTime(10) = 5 && var(35) := 10
trigger36= AnimElemTime(10) = 6 && var(35) := 10
trigger37= AnimElemTime(10) = 7 && var(35) := 10
trigger38= AnimElemTime(10) = 8 && var(35) := 10
trigger39= AnimElemTime(10) = 9 && var(35) := 10
trigger40= AnimElemTime(10) = 10&& var(35) := 10
trigger41= AnimElemTime(10) = 11&& var(35) := 10
trigger42= AnimElemTime(10) = 12&& var(35) := 10
trigger43= AnimElemTime(10) = 13&& var(35) := 10
trigger44= AnimElemTime(10) = 14&& var(35) := 10
trigger45= AnimElemTime(10) = 15&& var(35) := 10
trigger46= AnimElemTime(10) = 16&& var(35) := 10
trigger47= AnimElemTime(10) = 17&& var(35) := 10
;IgnoreHitPause = 1

;==========================待期
[State se]
type = PlaySnd
trigger1 = var(4) = 0
trigger1 = time = 0
value = s52,0
freqmul = 1.08
channel = 3
IgnoreHitPause = 1
Persistent = 0

[State 投げに対して無敵]
type = NotHitBy
trigger1 = var(4) = 0
time = 1
value = , AT
IgnoreHitPause = 1

[State 打・飛び道具に当たる]
type = HitBy
trigger1 = var(4) = 0
value = SCA, AA, AP
time = 1
IgnoreHitPause = 1

[State 打撃・飛び道具の相殺]
type = HitOverride
trigger1 = var(4) = 0
attr = SCA, AA, AP
stateno = 43040
slot = 1
time = 1
IgnoreHitPause = 1

[State 待期]
type = ChangeAnim
triggerall = AnimElemTime(2) < 0
trigger1 = Root,command = "holda"
trigger2 = Root,command = "holdb"
trigger3 = Root,command = "holdc"
trigger4 = Root,command = "holdy"
trigger5 = Root,command = "holdz"
trigger6 = Root,command = "holds"
trigger7 = var(4) = 1
value = anim
elem = 1
IgnoreHitPause = 1

;トランス　デス
[State 消滅フラグ]
type = VarSet
triggerall = AnimElemTime(2) < 0
trigger1 = Root,MoveType = H
trigger2 = Root,StateNo = [150,155]
var(4) = 1

[State Sフェードイン]
type = VarAdd
triggerall = IsHelper(43037) || IsHelper(43038)
trigger1 = var(4) = 0
trigger1 = var(0) < 128
trigger1 = time <= 4
var(0) = 32

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -8

[State トランス]
type = Trans
trigger1 = var(4) = 0
trigger2 = var(4) = 1
trans = addalpha
alpha = var(0),256-var(0)

[State 無敵]
type = NotHitBy
trigger1 = var(4) = 1
time = 1
value = SCA
IgnoreHitPause = 1

;==========================攻撃開始

[State 状況　攻撃開始]
type = VarSet
trigger1 = AnimElemTime(2) = 1
var(4) = 2
[State フェードアウトスイッチ]
type = VarSet
trigger1 = AnimElemTime(9) >= 2
var(4) = 3
IgnoreHitPause = 1
persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = var(38) = 0
trigger1 = var(4) = 2
movetype = A
[State 状態]
type = StateTypeSet
trigger1 = var(4) = 3
movetype = I

[State 無敵]
type = NotHitBy
trigger1 = var(4) = 2
trigger2 = var(4) = 3
value = SCA
time = 1

[State 速度]
type = VelSet
trigger1 = AnimElem = 2
x = 0.5
[State 速度]
type = VelSet
trigger1 = AnimElem = 3
x = 1
[State 速度]
type = VelSet
trigger1 = AnimElem = 4
x = 2

[State se素振り]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1,4
channel = 1

;エフェクト-----------------------
[State 吹っ飛ばし攻撃1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 43047
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43047
[State 吹っ飛ばし攻撃2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= 43048
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43048

[State 消去　吹っ飛ばし攻撃1]
type = RemoveExplod
trigger1 = AnimTime = 0
trigger2 = var(0) <= 0
trigger3 = IsHelper(43037)
trigger3 = root,var(35)
trigger4 = AnimElemTime(6) = 0
ID = 43047
[State 消去　吹っ飛ばし攻撃2]
type = RemoveExplod
trigger1 = AnimTime = 0
trigger2 = var(0) <= 0
trigger3 = IsHelper(43037)
trigger3 = root,var(35)
trigger4 = AnimElemTime(9) = 0
ID = 43048

;エフェクト-----------------------

[State 攻撃　因果の意(打ち上げ)]
type = HitDef
triggerall = !MoveContact && !MoveReversed
triggerall = var(38) = 0
trigger1 = AnimElem = 5
attr 				= C, NA
damage 				= Ceil(Root,FVar(10)*80)
animtype 			= Hard
getpower 			= ceil(55*Root,fvar(21)),ceil(55*Root,fvar(21))
givepower 			= 50,50
guardflag 			= M
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,3
guardsound 			= s6,2
sparkno 			= ifelse(root,var(51) = 0,1,-1)
sparkxy 			= floor(p2dist x/2-45) ,floor(p2dist y/2-60)
ground.type 		= High
air.type 			= Low

pausetime 			= 10,10+root,var(36)
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 10,10
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -1,-20
guard.velocity 		= -3
air.velocity 		= -1,-20
airguard.velocity 	= -1,-3.5

yaccel 				= 0.5
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(Root,fvar(20)*55+10)

guard.kill 			= 0
p1facing 			= 1
p2facing 			= 1
ID 					= 43042

;PalFX.Time 			= ifelse(root,var(36),root,var(36),0)
;PalFX.Mul 			= 150, 150, 150

;ヒットスパーク--------------------
[State 打スパーク]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = MoveHit
trigger1 = numtarget
trigger1 = target,time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(root,var(51)=1,20100,ifelse(root,var(51)=2,20400,20400))
ID 				= 43032
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/2-60)
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 10,-80
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = Root,fvar(11)*0.83
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.92
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 0
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

;トランス
[State Sトランス]
type = VarSet
trigger1 = var(4) = 2
var(0) = 256
IgnoreHitPause = 1

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 3
var(0) = -23

[State トランス]
type = Trans
trigger1 = var(4) = 2
trigger2 = var(4) = 3
trans = addalpha
alpha = var(0),256-floor(var(0)*0.5)

;デス
[State デス]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = var(0) <= 0

trigger3 = IsHelper(43037)
trigger3 = root,var(35)
IgnoreHitPause = 1


;---------------------------------------------------------------------------
;helper 喰らいモーション
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(4)	フェードアウトスイッチ

[Statedef 43040]
type 		= U
movetype 	= H
physics 	= U
VelSet 		= 0,0

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State アニメ]
type = ChangeAnim
trigger1 = IsHelper(43035)
trigger2 = IsHelper(43036)
trigger3 = IsHelper(43835)
value = 43040
IgnoreHitPause = 1
persistent = 0
[State アニメ]
type = ChangeAnim
trigger1 = IsHelper(43037)
trigger2 = IsHelper(43038)
trigger3 = IsHelper(43837)
value = 43041
IgnoreHitPause = 1
persistent = 0

[State ポス]
type = PosSet
trigger1 = time = 0
y = 0

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 128
IgnoreHitPause = 1

[State フェードアウトスイッチ]
type = VarSet
trigger1 = time = 0
var(4) = 0
[State フェードアウトスイッチ]
type = VarSet
trigger1 = time > 5
var(4) = 1

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -5

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256-var(0)

[State デス]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = var(0) <= 0

trigger3 = IsHelper(43035) || IsHelper(43037)
trigger3 = root,var(35)

;---------------------------------------------------------------------------
;helper 溜めＥ　時マークセット
;---------------------------------------------------------------------------
;var(0)	イクスプロッドトランス用
;var(1)	イクスプロッドトランス用
;var(2)	イクスプロッドトランス用
;var(3)	イクスプロッドトランス用
;var(4) 消滅フラグ
;var(5)	イクスプロッドトランス用
;var(10)技判別
;fvar(21)イクスプロッド　速度X
;fvar(22)イクスプロッド　加速度X
;fvar(11)イクスプロッドサイズ用1
;fvar(12)イクスプロッドサイズ用2
;fvar(13)イクスプロッドサイズ用3
;fvar(14)イクスプロッドサイズ用4
;fvar(15)イクスプロッドサイズ用5

;sprpriority
;-3マークA				(Explod)
;-3マークB
;-3マークC
;-3マークサブ1,2		(Explod)
;2 集束エフェクト		(Explod)
;2 きらきらエフェクト	(Explod)
;2 サブリング1,2

[Statedef 43050]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
;Anim = 9999
sprpriority = 1

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 290;5E
trigger1 = var(10) := 1
trigger2 = root,StateNo = 300;2E
trigger2 = var(10) := 2
IgnoreHitPause = 1
persistent = 0

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = Root,facing = -1
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 290
trigger2 = var(10) = 2 && root,StateNo = 300
trigger3 = var(10) = 1 && root,StateNo = 43030 && root,AnimElemTime(3) < 0
trigger4 = var(10) = 2 && root,StateNo = 43030 && root,AnimElemTime(3) < 0
x = (root,Pos X )
y = (root,Pos Y -65)+(35*(var(10)=2))
IgnoreHitPause = 1
persistent = 1

[State 消滅フラグ];親ボタンホールド認識
type = VarSet
trigger1 = root,command != "holdz"
var(4) = 1
IgnoreHitPause = 1
persistent = 0

;イクスプロッド-------------------------

;きらきらエフェクト--------------------
[State 速度X]
type = VarSet
trigger1 = 1
fvar(21) = 1 + random%35*0.1
[State 加速度Y]
type = VarSet
trigger1 = 1
fvar(22) = time *0.008 + random%20*0.01

[State きらきらエフェクト前]
type = Explod
Trigger1  = var(4) = 0
trigger1 = time <= 28
trigger1 = time%5 = 0
Anim 			= 43081+random%2
PosType 		= P1
Pos 			= 15,20+35*(var(10)=1)
random 			= 30,30
Vel 			= fvar(21),0
Accel 			= 0,-fvar(22)
Scale 			= 0.45,0.45
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
[State きらきらエフェクト後]
type = Explod
Trigger1  = var(4) = 0
trigger1 = time <= 28
trigger1 = time%5 = 3
Anim 			= 43081+random%2
PosType 		= P1
Pos 			= -15,20+35*(var(10)=1)
random 			= 30,30
Vel 			= -fvar(21),0
Accel 			= 0,-fvar(22)
Scale 			= 0.45,0.45
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
;きらきらエフェクト--------------------

;集束エフェクト------------------------
[State 集束エフェクト1]
type = Explod
Trigger1  = var(4) = 0
Trigger1  = time = 0
Anim 			= 21571
PosType 		= P1
;Pos 			= -15*root,facing,0
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43051
[State 集束エフェクト2]
type = Explod
Trigger1  = var(4) = 0
Trigger1  = time = 2
Anim 			= 21556
PosType 		= P1
;Pos 			= -15*root,facing,0
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43052
[State 集束エフェクト3]
type = Explod
Trigger1  = var(4) = 0
Trigger1  = time = 6
Anim 			= 21570
PosType 		= P1
;Pos 			= -15*root,facing,0
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43053
[State 集束エフェクト4]
type = Explod
Trigger1  = var(4) = 0
Trigger1  = time = 10
Anim 			= 21571;21557
PosType 		= P1
;Pos 			= -15*root,facing,0
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43054

[State 初期サイズ]
type = null
trigger1 = time = 0
trigger1 = fvar(11) := 0.55
trigger1 = fvar(12) := 0.55
trigger1 = fvar(13) := 0.55
trigger1 = fvar(14) := 0.55

[State サイズ]
type = VarAdd
trigger1 = NumExplod(43051)
fvar(11) = -0.05
[State サイズ]
type = VarAdd
trigger1 = NumExplod(43052)
fvar(12) = -0.05
[State サイズ]
type = VarAdd
trigger1 = NumExplod(43053)
fvar(13) = -0.05
[State サイズ]
type = VarAdd
trigger1 = NumExplod(43054)
fvar(14) = -0.05

[State トランス]
type = VarAdd
trigger1 = NumExplod(43051)
trigger1 = var(0) < 128
var(0) = 64
[State トランス]
type = VarAdd
trigger1 = NumExplod(43052)
trigger1 = var(1) < 128
var(1) = 64
[State トランス]
type = VarAdd
trigger1 = NumExplod(43053)
trigger1 = var(2) < 128
var(2) = 64
[State トランス]
type = VarAdd
trigger1 = NumExplod(43054)
trigger1 = var(3) < 128
var(3) = 64

[State 集束エフェクト1]
type = ModifyExplod
trigger1 = NumExplod(43051)
ID = 43051
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(0),256
[State 集束エフェクト2]
type = ModifyExplod
trigger1 = NumExplod(43052)
ID = 43052
scale 			= fvar(12),fvar(12)
trans 			= addalpha
alpha 			= var(1),256
[State 集束エフェクト3]
type = ModifyExplod
trigger1 = NumExplod(43053)
ID = 43053
scale 			= fvar(13),fvar(13)
trans 			= addalpha
alpha 			= var(2),256
[State 集束エフェクト4]
type = ModifyExplod
trigger1 = NumExplod(43054)
ID = 43054
scale 			= fvar(14),fvar(14)
trans 			= addalpha
alpha 			= var(3),256

[State 消去　集束エフェクト1]
type = RemoveExplod
trigger1 = NumExplod(43051)
trigger1 = fvar(11) <= 0
ID = 43051
[State 消去　集束エフェクト2]
type = RemoveExplod
trigger1 = NumExplod(43052)
trigger1 = fvar(12) <= 0
ID = 43052
[State 消去　集束エフェクト3]
type = RemoveExplod
trigger1 = NumExplod(43053)
trigger1 = fvar(13) <= 0
ID = 43053
[State 消去　集束エフェクト4]
type = RemoveExplod
trigger1 = NumExplod(43054)
trigger1 = fvar(14) <= 0
ID = 43054
;集束エフェクト------------------------

;マーク--------------------------------
[State マークA]
type = Explod
Trigger1  = var(4) = 0
Trigger1  = time = 22
Anim 			= 43722
PosType 		= P1
;facing 			= 1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43055
[State マークサブ○]
type = Explod
Trigger1  = var(4) = 0
Trigger1  = time = 22
Anim 			= 43710
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43056
[State マークサブ左下]
type = Explod
Trigger1  = var(4) = 0
Trigger1  = time = 22
Anim 			= 43781
PosType 		= P1
Pos 			= -40,25
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43057
[State マークサブ右上]
type = Explod
Trigger1  = var(4) = 0
Trigger1  = time = 22
Anim 			= 43782
PosType 		= P1
Pos 			= 40,-25
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43058

[State サイズ]
type = VarAdd
trigger1 = NumExplod(43055)
trigger1 = fvar(15) < 0.8
fvar(15) = 0.8/48

[State トランス]
type = VarSet
trigger1 = time = 0
var(5) = 256
[State フェードアウト]
type = VarAdd
trigger1 = time >= 68
var(5) = -32

[State マークA]
type = ModifyExplod
trigger1 = NumExplod(43055)
ID = 43055
scale 			= fvar(15),fvar(15)
trans 			= addalpha
alpha 			= var(5),256
[State マークサブ○]
type = ModifyExplod
trigger1 = NumExplod(43056)
ID = 43056
scale 			= fvar(15)*0.9,fvar(15)*0.9
trans 			= addalpha
alpha 			= floor(var(5)*0.65),256
[State マークサブ左下]
type = ModifyExplod
trigger1 = NumExplod(43057)
ID = 43057
scale 			= fvar(15)*0.70,fvar(15)*0.70
trans 			= addalpha
alpha 			= floor(var(5)*0.9),256
[State マークサブ右上]
type = ModifyExplod
trigger1 = NumExplod(43058)
ID = 43058
scale 			= fvar(15)*0.65,fvar(15)*0.65
trans 			= addalpha
alpha 			= floor(var(5)*0.9),256

[State 消去　マークA]
type = RemoveExplod
trigger1 = NumExplod(43055)
trigger1 = var(5) <= 0
ID = 43055
[State 消去　マークサブ○]
type = RemoveExplod
trigger1 = NumExplod(43056)
trigger1 = var(5) <= 0
ID = 43056
[State 消去　マークサブ左下]
type = RemoveExplod
trigger1 = NumExplod(43057)
trigger1 = var(5) <= 0
ID = 43057
[State 消去　マークサブ右上]
type = RemoveExplod
trigger1 = NumExplod(43058)
trigger1 = var(5) <= 0
ID = 43058
;マーク--------------------------------

;イクスプロッド-------------------------

[State マークB]
Type = Helper
Trigger1  = var(4) = 0
Trigger1  = time = 22
StateNo 			= 43060
ID 					= 43061
name 				= "MarkB"
PosType 			= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State マークC]
Type = Helper
Trigger1  = var(4) = 0
Trigger1  = time = 22
StateNo 			= 43060
ID 					= 43062
name 				= "MarkC"
PosType 			= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State サブリング1]
Type = Helper
Trigger1  = var(4) = 0
Trigger1  = time = 22
StateNo 			= 43065
ID 					= 43066
name 				= "sub ring1"
PosType 			= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State サブリング2]
Type = Helper
Trigger1  = var(4) = 0
Trigger1  = time = 22
StateNo 			= 43065
ID 					= 43067
name 				= "sub ring2"
PosType 			= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State デス]
type = DestroySelf
trigger1 = time > 22
trigger1 = NumExplod(43055) = 0
trigger1 = NumExplod(43056) = 0
trigger1 = NumExplod(43057) = 0
trigger1 = NumExplod(43058) = 0
trigger1 = NumHelper(43061) = 0
trigger1 = NumHelper(43062) = 0
trigger1 = NumHelper(43066) = 0
trigger1 = NumHelper(43067) = 0

trigger2 = var(10)=1 && time > 78
trigger3 = var(10)=2 && time > 82

;---------------------------------------------------------------------------
;helper 溜めＥ　時マークBC
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;fvar(0)サイズXY

;ID 43061 マークB
;ID 43062 マークC

[Statedef 43060]
type = A
ctrl = 0
SprPriority = -3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

;アニメ-----------------------------
[State マークB]
type = ChangeAnim
trigger1 = time = 0
trigger1 = IsHelper(43061)
value = 43730
persistent = 0
[State マークC]
type = ChangeAnim
trigger1 = time = 0
trigger1 = IsHelper(43062)
value = 43740
persistent = 0

;サイズ-----------------------------
[State 時間経過サイズ　マークBC]
type = VarAdd
trigger1 = fvar(0) < 1.6
fvar(0) = 1.6/48

;回転-------------------------------
[State マークB]
type = VarAdd
trigger1 = time < 35
var(2) = 8
[State マークB]
type = VarAdd
trigger1 = time >= 35
var(2) = 4

[State サイズ・角度]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
value = var(2)*ifelse(ishelper(43061),1,-1)
IgnoreHitPause = 1
persistent = 1

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 46
var(0) = -32

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
trigger1 = time > 80;保険
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 溜めＥ　サブリング
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(0)サイズXY

[Statedef 43065]
type = A
ctrl = 0
anim = 43783
SprPriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 時間経過サイズ　マークBC]
type = VarAdd
trigger1 = 1
fvar(0) = 1.4/10

[State サイズ・角度]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)*0.5
value = 45*ifelse(ishelper(43066),1,-1)
IgnoreHitPause = 1
persistent = 1

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 224
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 10
var(0) = -16

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
trigger1 = time > 30;保険
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;離縛の意
;---------------------------------------------------------------------------
[Statedef 43100]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,43101,43100)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6 || var(46) = 3
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(8) < 0
triggerall = statetype = A
trigger1 = time >= 1
trigger1 = time%30 = 0
x = 0.9
y = 0.9

[State voice]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s115,0+random%3
channel = 0
Persistent = 0

[State 離縛の意　手元マーク]
Type = Helper
trigger1 = AnimElemTime(4) = 0
StateNo 		= 43150
ID 				= 43150
name 			= "te mark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0
[State 足元エフェクト]
Type = Helper
trigger1 = AnimElemTime(4) = 0
trigger1 = statetype = A
StateNo 		= 20900
ID 				= 43101
name 			= "ring"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 離縛の意　飛び道具]
Type = Helper
trigger1 = AnimElemTime(5) = 0
StateNo 		= 43110
ID 				= 43110
name 			= "Ribaku"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中離縛の意　状態]
type = StateTypeSet
trigger1 = (Anim = 43101 || Anim = 43106) && AnimElemTime(9) = 0
Physics = A

[State 空中離縛の意　コントロール]
type = CtrlSet
trigger1 = (Anim = 43101 || Anim = 43106) && AnimElemTime(10) = 0
value = 1

[State 空中離縛の意　ポスY限界]
type = PosSet
triggerall = Pos Y >= -10
trigger1 = (Anim = 43101 || Anim = 43106) && AnimElemTime(9) <= 0
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中離縛の意　着地へ];意味はあんまり無い
type = ChangeState
triggerall = (vel Y > 0) && (Pos Y >= 0)
trigger1 = (Anim = 43101 || Anim = 43106)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上離縛の意終了　0へ]
type = ChangeState
trigger1 = (Anim = 43100 || Anim = 43105) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper 離縛の意(飛び道具)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(4)	消滅フラグ
;var(37)アルカナ技　グレイズ有効時間
;fvar(0)サイズXY

[Statedef 43110]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 43110
SprPriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow
IgnoreHitPause = 1

;イクスプロッド-------------------------
[State 12]
type = Explod
Trigger1  = time = 0
Anim 			= 43121
PosType 		= P1
Pos 			= 0,-20
;facing 			= 1
vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 11]
type = Explod
Trigger1  = time = 4
Anim 			= 43122
PosType 		= P1
Pos 			= -10*facing,-17
facing 			= ifelse(facing = 1,-1,1)
vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 10]
type = Explod
Trigger1  = time = 8
Anim 			= 43123
PosType 		= P1
Pos 			= -17*facing,-10
facing 			= ifelse(facing = 1,-1,1)
vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 9]
type = Explod
Trigger1  = time = 12
Anim 			= 43124
PosType 		= P1
Pos 			= -20*facing,0
facing 			= ifelse(facing = 1,-1,1)
;vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 8]
type = Explod
Trigger1  = time = 16
Anim 			= 43123
PosType 		= P1
Pos 			= -17*facing,10
facing 			= ifelse(facing = 1,-1,1)
;vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 7]
type = Explod
Trigger1  = time = 20
Anim 			= 43122
PosType 		= P1
Pos 			= -10*facing,17
facing 			= ifelse(facing = 1,-1,1)
;vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 6]
type = Explod
Trigger1  = time = 24
Anim 			= 43121
PosType 		= P1
Pos 			= 0,20
;facing 			= ifelse(facing = 1,-1,1)
;vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 5]
type = Explod
Trigger1  = time = 28
Anim 			= 43122
PosType 		= P1
Pos 			= 10*facing,17
facing 			= ifelse(facing = 1,1,-1)
;vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 4]
type = Explod
Trigger1  = time = 32
Anim 			= 43123
PosType 		= P1
Pos 			= 17*facing,10
facing 			= ifelse(facing = 1,1,-1)
;vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 3]
type = Explod
Trigger1  = time = 34
Anim 			= 43124
PosType 		= P1
Pos 			= 20*facing,0
facing 			= ifelse(facing = 1,1,-1)
;vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 2]
type = Explod
Trigger1  = time = 38
Anim 			= 43123
PosType 		= P1
Pos 			= 17*facing,-10
facing 			= ifelse(facing = 1,1,-1)
vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 1]
type = Explod
Trigger1  = time = 42
Anim 			= 43122
PosType 		= P1
Pos 			= 10*facing,-17
facing 			= ifelse(facing = 1,1,-1)
vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

[State 0]
type = Explod
Trigger1  = time = 46
Anim 			= 43121
PosType 		= P1
Pos 			= 0,-20
;facing 			= 1
vfacing 		= -1
BindTime 		= -1
Scale 			= 0.25,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0

;イクスプロッド-------------------------

[State 消滅フラグ]
type = VarSet
trigger1 = time >= 170
var(4) = 1
IgnoreHitPause = 1
persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 55
movetype = A
IgnoreHitPause = 1
[State 状態]
type = StateTypeSet
trigger1 = var(4) = 1
movetype = I
IgnoreHitPause = 1

[State アニメ]
type = ChangeAnim
trigger1 = var(4) = 1
value = 43110
elem = 1
IgnoreHitPause = 1

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerall = NumEnemy > 0
triggerall = time >= 55
triggerall = var(4) = 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = time >= 55
triggerall = var(4) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = time >= 55
triggerall = var(4) = 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = time >= 55
triggerall = var(4) = 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = time >= 55
triggerall = var(4) = 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = time >= 55
triggerall = var(4) = 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = (EnemyNear,StateNo) = [100,119]
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State ポス]
type = PosSet
trigger1 = time < 20
trigger1 = root,StateNo = 43100
trigger1 = root,AnimElemTime(8) < 0
x = root,Pos X +60*root,facing
y = root,Pos Y -87-(15*root,statetype=A)
IgnoreHitPause = 1
Persistent = 1

[State se]
type = PlaySnd
trigger1 = time = 0
value = s52,0

[State 速度]
type = VelAdd
trigger1 = Vel X < 0.4
trigger1 = time > 60
trigger1 = time < 170
x = 0.025

[State 速度]
type = VelAdd
trigger1 = var(4) = 1
trigger1 = vel X > 0
x = -0.01

[State 攻撃　離縛の意];1ヒット目
type = HitDef
trigger1 = var(4) = 0
attr 				= A, SP
damage 				= Ceil(root,FVar(10)*45),Ceil(root,FVar(10)*5)
animtype 			= Hard
getpower 			= ceil(20*root,fvar(21)),ceil(20*root,fvar(21))
givepower 			= 15,15
guardflag 			= MA
hitflag 			= MAF
priority 			= 1,Hit
hitsound 			= s5,5
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High
air.type 			= Low

pausetime 			= 0,15+root,var(36)
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime 	= 0,15
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -4
air.velocity 		= -2.2,-6.2
airguard.velocity 	= -1.1,-4.3

yaccel 				= 0.44
Air.fall 			= 1
fall.recovertime 	= Ceil(root,fvar(20)*30+15)

guard.kill 			= 0
ID 					= 43110

;ヒットスパーク--------------------
[State 必殺　打スパーク]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget
trigger1 = target,time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(root,var(51)=1,20300,ifelse(root,var(51)=2,20400,20400))
ID 				= 43100
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= 0,0;floor(p2dist x),floor(p2dist y)-65
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x),floor(p2dist y) -80
facing 			= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.91
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.96
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 1
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

;サイズ-----------------------------
[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 0.5
IgnoreHitPause = 1
[State サイズ]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = fvar(0) < 1.0
trigger1 = time > 60
fvar(0) = 0.05
IgnoreHitPause = 1

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
IgnoreHitPause = 1
;サイズ-----------------------------

;トランス--------------

[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 32
[State Sフェードイン1]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(0) < 128
trigger1 = time >= 1
trigger1 = time < 60
var(0) = 8
[State Sフェードイン2]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(0) < 256
trigger1 = time >= 60
var(0) = 32

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -8

[State トランス]
Type = Trans
Trigger1 = 1
trans = addalpha
alpha = var(0),255

;トランス--------------

[State ヒット/ガード　炸裂へ]
type = ChangeState
trigger1 = MoveHit
trigger2 = MoveGuarded
value = 43111
IgnoreHitPause = 1
[State 親ダメージ　消滅へ]
type = ChangeState
trigger1 = var(4) = 0
trigger1 = (Root,StateNo != [150,159])
trigger1 = root,MoveType = H
value = 43115
IgnoreHitPause = 1

[State 無敵]
type = NotHitBy
trigger1 = time < 60
trigger2 = var(4) = 1
time = 1
value = SCA
[State 無敵　投]
type = NotHitBy
trigger1 = time >= 60
trigger2 = var(4) = 0
time = 1
value = , AT

[State 打・飛び道具に当たる]
type = HitBy
trigger1 = time >= 60
trigger2 = var(4) = 0
value = SCA, AA, AP
time = 1

[State 飛び道具の相殺]
type = HitOverride
trigger1 = time >= 60
trigger2 = var(4) = 0
attr = SCA, AP
stateno = 43115
slot = 1
time = 1
IgnoreHitPause = 1
[State 打撃の反射]
type = HitOverride
trigger1 = time >= 60
trigger2 = var(4) = 0
attr = SCA,  AA
stateno = 43116
slot = 2
time = 1
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 離縛の意(飛び道具)炸裂2ヒット目
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	イクスプロッドトランス用
;var(37)アルカナ技　グレイズ有効時間
;fvar(0)サイズXY
;fvar(11)イクスプロッド　サイズXY

[Statedef 43111]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 43111
VelSet 		= 0,0
SprPriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerall = NumEnemy > 0
triggerall = AnimElemTime(3) >= 0
triggerall = AnimElemTime(5) < 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(3) >= 0
triggerall = AnimElemTime(5) < 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(3) >= 0
triggerall = AnimElemTime(5) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 15+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-15, 15-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(3) >= 0
triggerall = AnimElemTime(5) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 15+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-15, 15-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(3) >= 0
triggerall = AnimElemTime(5) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 15+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-15, 15-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(3) >= 0
triggerall = AnimElemTime(5) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = (EnemyNear,StateNo) = [100,119]
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 15+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-15, 15-(EnemyNear,Const(Size.Head.Pos.Y))]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State 攻撃　離縛の意];2ヒット目
type = HitDef
trigger1 = AnimElem = 4
attr 				= A, SP
damage 				= Ceil(root,FVar(10)*45),Ceil(root,FVar(10)*5)
animtype 			= Hard
getpower 			= ceil(15*root,fvar(21)),ceil(15*root,fvar(21))
givepower 			= 15,15
guardflag 			= MA
hitflag 			= MAF
priority 			= 1,Hit
hitsound 			= s5,5
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High
air.type 			= Low

pausetime 			= 0,15+root,var(36)
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime 	= 0,15
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -4
air.velocity 		= -2.2,-6.2
airguard.velocity 	= -1.1,-4.3

yaccel 				= 0.44
Air.fall 			= 1
fall.recovertime 	= Ceil(root,fvar(20)*30+15)

guard.kill 			= 0
ID 					= 43111

;ヒットスパーク--------------------
[State 必殺　打スパーク]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget
trigger1 = target,time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(root,var(51)=1,20300,ifelse(root,var(51)=2,20400,20400))
ID 				= 43101
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= 0,0;floor(p2dist x),floor(p2dist y)-65
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x),floor(p2dist y) -80
facing 			= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.91
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.96
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 1
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

;サイズ-----------------------------
[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0
IgnoreHitPause = 1
[State サイズ]
type = VarAdd
trigger1 = time > 50
trigger1 = fvar(0) > 0.1
fvar(0) = -0.025
IgnoreHitPause = 1

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
IgnoreHitPause = 1
;サイズ-----------------------------

;トランス--------------
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 128

[State Sフェードアウト]
type = VarAdd
trigger1 = time > 50
var(0) = -26

[State トランス]
Type = Trans
Trigger1 = 1
trans = addalpha
alpha = var(0),255

[State アニメ]
type = AssertSpecial
trigger1 = var(0) <= 0
flag = invisible
IgnoreHitPause = 1

;トランス--------------

;イクスプロッド-------------------------
[State ヒットエフェクト]
type = Explod
Trigger1  = time = 0
Anim 			= 43115
PosType 		= P1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43112

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 0.5
IgnoreHitPause = 1
[State サイズ]
type = VarAdd
trigger1 = time > 10
fvar(11) = 0.0125
IgnoreHitPause = 1

[State Sトランス]
type = VarSet
trigger1 = time = 0
var(2) = 224
IgnoreHitPause = 1
[State Sフェードアウト]
type = VarAdd
trigger1 = time > 12
var(2) = -16
IgnoreHitPause = 1

[State ヒットエフェクト]
type = ModifyExplod
trigger1 = NumExplod(43112)
ID = 43112
Scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(2),256

[State 消去　ヒットエフェクト]
type = RemoveExplod
trigger1 = var(2) <= 0
trigger2 = var(0) <= 0
ID = 43112
;イクスプロッド-------------------------

[State 状態]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I
IgnoreHitPause = 1
Persistent = 0

[State デス]
type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = NumTarget(43111) = 0
;trigger1 = time > 80

;---------------------------------------------------------------------------
;helper 離縛の意(飛び道具)本体ダメージ消滅
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(0)サイズXY
[Statedef 43115]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 43115
VelSet 		= 0,0
SprPriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

;サイズ-----------------------------
[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0
IgnoreHitPause = 1
[State サイズ]
type = VarAdd
trigger1 = time > 10
fvar(0) = 0.025
IgnoreHitPause = 1

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
IgnoreHitPause = 1
;サイズ-----------------------------

;トランス--------------
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウト]
type = VarAdd
trigger1 = time > 12
var(0) = -16

[State トランス]
Type = Trans
Trigger1 = 1
trans = addalpha
alpha = var(0),255
;トランス--------------

[State デス]
type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 離縛の意(飛び道具反射)
;---------------------------------------------------------------------------
;fvar(21)イクスプロッド　向き
;fvar(22)イクスプロッド　X成分
;fvar(23)イクスプロッド　Y成分
;fvar(24)イクスプロッド　速度

[Statedef 43116]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 43116
SprPriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 進行方向/速度]
type = null
triggerall = Time = 0
trigger1 = 1 || fvar(21) := random%30 + 165
trigger1 = 1 || fvar(22) := cos(fvar(21)*pi/180)
trigger1 = 1 || fvar(23) := sin(fvar(21)*pi/180)
trigger1 = 1 || fvar(24) := 10

[State 速度]
type = VelSet
trigger1 = time = 0
x =  fvar(22)*fvar(24)*ifelse(P2Dist X<0,-1,1)
y = -fvar(23)*fvar(24)

;[State 玉見た目]
;type = Explod
;trigger1 = time = 0
;Anim 			= 43116
;PosType 		= P1
;Vel 			= fvar(22)*fvar(24)*ifelse(P2Dist X<0,-1,1),-fvar(23)*fvar(24)
;RemoveTime 		= 120
;Scale 			= 0.5,0.5
;SprPriority 	= 2
;IgnoreHitPause = 1
;Persistent = 0

;[State デス]
;type = DestroySelf
;trigger1 = time >= 1

[State デス]
type = DestroySelf
trigger1 = time >= 60
trigger2 = FrontEdgeDist <= -30
trigger3 = BackEdgeDist <= -30

;---------------------------------------------------------------------------
;helper 離縛の意　時　手元マーク
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド用1
;var(1)	トランス用Dイクスプロッド用1
;var(4)	フェードアウトスイッチ

[Statedef 43150]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
sprpriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポス]
Type = PosSet
trigger1 = root,StateNo = 43100
trigger1 = root,AnimElemTime(8) < 0
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)

;イクスプロッド-------------------------

[State マークA]
type = Explod
Trigger1  = time = 0
Anim 			= 43720
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.08,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43151
[State マークB]
type = Explod
Trigger1  = time = 0
Anim 			= 43731
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.08,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43151
[State マークC]
type = Explod
Trigger1  = time = 0
Anim 			= 43741;正転
;Anim 			= 43743;逆転
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.08,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43151

[State マーク　サブ○]
type = Explod
Trigger1  = time = 0
Anim 			= 43710
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.08,0.25
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43152

;トランス--------------
[State Dトランス];マークABC
type = VarSet
trigger1 = time = 0
var(1) = 256

[State Sフェードイン];マークABC
type = VarAdd
trigger1 = time <= 10
var(0) = 26
[State Dフェードイン];マークABC
type = VarAdd
trigger1 = time <= 3
var(1) = -8

[State フェードアウトスイッチ]
type = VarSet
trigger1 = root,StateNo != 43100
trigger2 = time >= 22
;trigger3 = AnimElemTime(8) = 0
var(4) = 1
Persistent = 0

[State Sフェードアウト];マークABC
type = VarAdd
trigger1 = var(4) = 1
var(0) = -26
[State Dフェードアウト];マークABC
type = VarAdd
trigger1 = var(4) = 1
var(1) = 8

;トランス--------------

[State マークABC]
type = ModifyExplod
trigger1 = NumExplod(43151)
ID = 43151
trans 			= addalpha
alpha 			= var(0),var(1)
[State マークサブ]
type = ModifyExplod
trigger1 = NumExplod(43152)
ID = 43152
trans 			= addalpha
alpha 			= floor(var(0)*0.62),256

[State 消去　マークABC]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(0) <= 0
ID = 43151
[State 消去　マークサブ]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(0) <= 0
ID = 43152

;イクスプロッド-------------------------

[State デス]
type = DestroySelf
trigger1 = NumExplod(43151) = 0
trigger1 = NumExplod(43152) = 0

;---------------------------------------------------------------------------
;無量光の意
;---------------------------------------------------------------------------
[Statedef 43500]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0
SprPriority = 0

[State パワー]
type = PowerAdd
trigger1 = time = 0
value = -1000
IgnoreHitPause = 1
Persistent = 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,43501,43500)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6 || var(46) = 3
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(16) < 0
triggerall = statetype = A
trigger1 = time >= 22
trigger1 = time%10 = 0
x = 0.9
y = 0.9

[State se暗転]
type = PlaySnd
trigger1 = time = 0
value = s4,1
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 0
value = s115,3+random%3
channel = 0
Persistent = 0

[State 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 22
IgnoreHitPause = 1
Persistent = 0

;
;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 22
;MoveTime = 22
;

[State スーパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 22
Movetime = 22
anim = -1
P2DefMul = 1
darken = 0

[State 空中　暗転中ポス固定]
Type = PosFreeze
Trigger1 = statetype = A
Trigger1 = time < 22
Value = 1

[State 暗転　時マークセット]
Type = Helper
trigger1 = time = 0
StateNo 		= 43750
ID 				= 43750
name 			= "anten mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 22
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 足元マークセット]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 43710
ID 				= 43710
name 			= "asimoto mark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),99999,0)
IgnoreHitPause = 1
Persistent = 0

[State 無量光の意(飛び道具)]
Type = Helper
Trigger1 = AnimElemTime(6) = 2;time=26
StateNo 		= 43510
ID 				= 43510
name 			= "Muryoukou"
PosType 		= P1
Pos 			= 65,-90
Ownpal 			= 1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 空中無量光の意　状態]
type = StateTypeSet
trigger1 = (Anim = 43501 || Anim = 43506) && AnimElemTime(17) = 0
Physics = A

[State 空中無量光の意　コントロール]
type = CtrlSet
trigger1 = (Anim = 43501 || Anim = 43506) && AnimElemTime(18) = 0
value = 1

[State 空中無量光の意　ポスY限界]
type = PosSet
triggerall = Pos Y >= -10
trigger1 = (Anim = 43501 || Anim = 43506) && AnimElemTime(17) <= 0
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中無量光の意　着地へ];意味はあんまり無い
type = ChangeState
triggerall = (vel Y > 0) && (Pos Y >= 0)
trigger1 = (Anim = 43501 || Anim = 43506)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上無量光の意終了　0へ]
type = ChangeState
trigger1 = (Anim = 43500 || Anim = 43505) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper 無量光の意(飛び道具)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(37)アルカナ技　グレイズ有効時間
;fvar(0)サイズXY

[Statedef 43510]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 43510
SprPriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow
IgnoreHitPause = 1

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerall = NumEnemy > 0
triggerall = AnimElemTime(2) >= 3
triggerall = AnimElemTime(4) < 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(2) >= 3
triggerall = AnimElemTime(4) < 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(2) >= 3
triggerall = AnimElemTime(4) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(2) >= 3
triggerall = AnimElemTime(4) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(2) >= 3
triggerall = AnimElemTime(4) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(2) >= 3
triggerall = AnimElemTime(4) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = (EnemyNear,StateNo) = [100,119]
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State ポス]
type = PosSet
trigger1 = time = 0
x = root,Pos X +60*root,facing
y = root,Pos Y -87-(15*root,statetype=A)
IgnoreHitPause = 1
Persistent = 1

[State se]
type = PlaySnd
trigger1 = time = 0
value = s52,0
channel = 1

[State 攻撃　無量光の意]
type = HitDef
trigger1 = AnimElem = 3;time=9
attr 				= A, HP
damage 				= Ceil(root,FVar(10)*50),Ceil(root,FVar(10)*5)
animtype 			= Hard
getpower 			= 0,0
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 1,Hit
hitsound 			= s5,2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,156+20;136
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 0,15
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -4,-6.8
air.velocity 		= -2.2,-6.8
airguard.velocity 	= -1.1,-4.3

yaccel 				= 0.48
fall 				= 1

fall.recovertime 	= Ceil(root,fvar(20)*30+15)
guard.kill 			= 0
ID 					= 43510

PalFX.Time 			= 156
PalFX.Mul 			= 150, 150, 150

;ヒットスパーク--------------------
[State 必殺　打スパーク]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget
trigger1 = target,time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(root,var(51)=1,20300,ifelse(root,var(51)=2,20400,20400))
ID 				= 43500
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x),floor(p2dist y) -80
facing 			= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.50
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.80
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
trigger1 = root,var(35) <= 0
Trigger1 = MoveHit
Trigger1 = RoundState = 2
var(34) = 3
IgnoreHitPause = 1
Persistent = 0
;補正等々--------

;サイズ-----------------------------
[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0
IgnoreHitPause = 1

[State サイズ]
type = VarAdd
trigger1 = AnimElemTime(5) >= 1
fvar(0) = 0.03
IgnoreHitPause = 1

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
IgnoreHitPause = 1
;サイズ-----------------------------

;トランス--------------
[State トランス]
Type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウト]
type = VarAdd
trigger1 = AnimElemTime(5) >= 1
var(0) = -8

[State トランス]
Type = Trans
Trigger1 = 1
trans = addalpha
alpha = var(0),255

[State 無量光の意ヒット演出]
Type = Helper
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = !Target(43510),IsHelper
triggerall = NumTarget(43510)
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
StateNo 		= 43511
ID 				= 43511
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State カウントダウンエフェクトへ]
type = ChangeState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = !Target(43510),IsHelper
triggerall = NumTarget(43510)
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 43520;11
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = Animtime = 0
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 無量光の意ヒット演出
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(0)サイズXY
;fvar(11)イクスプロッド　サイズXY

;よくみえない

[Statedef 43511]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 43511
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State 角度]
type = AngleSet
trigger1 = AnimElemTime(8) >= 0
value = 90

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0
IgnoreHitPause = 1

[State サイズ]
type = VarAdd
trigger1 = AnimElemTime(12) >= 1
fvar(0) = 0.05
IgnoreHitPause = 1

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
IgnoreHitPause = 1

;トランス--------------
[State トランス]
Type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウト]
type = VarAdd
trigger1 = AnimElemTime(12) >= 1
var(0) = -32

[State トランス]
Type = Trans
Trigger1 = 1
trans = addalpha
alpha = var(0),255

;イクスプロッド-------------------------
;========================十字
[State 十字]
type = Explod
Trigger1  = time = 0
Anim 			= 43512
PosType 		= P1
BindTime 		= -1
SprPriority 	= 3
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43512

[State 十字　サイズ]
type = VarAdd
trigger1 = time = [0,40]
fvar(11) = 0.95/40
[State 十字　サイズ]
type = VarAdd
trigger1 = time >= 55
fvar(11) = -0.2

[State 十字]
type = ModifyExplod
trigger1 = NumExplod(43512)
ID = 43512
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= 192,256

[State 消去　十字]
type = RemoveExplod
triggerall = time >= 1
trigger1 = fvar(11) <= 0
ID = 43512
;========================十字
;イクスプロッド-------------------------

[State デス]
type = DestroySelf
triggerall = NumExplod(43512) = 0
trigger1 = Animtime = 0
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 無量光の意カウントダウンエフェクト
;---------------------------------------------------------------------------
;var(4)	消滅フラグ

[Statedef 43520]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000;9999
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポス]
Type = PosSet
trigger1 = var(4) = 0
x = EnemyNear, Pos X
y = EnemyNear, Pos Y + EnemyNear,const(size.mid.pos.y)
;y = EnemyNear, Pos Y + EnemyNear,const(size.head.pos.y)/2

[State ターン];Postype = P2
type = Turn
trigger1 = facing = -1
IgnoreHitPause = 1
Persistent = 0

[State se]
type = PlaySnd
trigger1 = time = 0
value = s52,2
channel = 3
FreqMul = 1.0

[State 無量光の意(タイムカウント)]
type = ParentVarSet
trigger1 = time = 0
var(36) = 156
IgnoreHitPause = 1
Persistent = 0

[State シェイクタイムリセット]
type = ParentVarSet
trigger1 = EnemyNear,MoveType != H
var(36) = 0
IgnoreHitPause = 1
Persistent = 0

[State 消滅フラグ]
type = VarSet
trigger1 = root,var(36) <= 0
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

;イクスプロッド-------------------------
[State メインリング]
type = Explod
Trigger1  = time = 0
Anim 			= 43520
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= addalpha
alpha 			= 160,256
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43520
[State 内リングB1]
type = Explod
Trigger1  = time = 0
Anim 			= 43781
PosType 		= P1
Pos 			= -11,-1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.3,0.3
trans 			= addalpha
alpha 			= 144,256
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43520
[State 内リングB2]
type = Explod
Trigger1  = time = 0
Anim 			= 43781
PosType 		= P1
Pos 			= 10,-21
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.16,0.16
trans 			= addalpha
alpha 			= 128,256
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43520
[State 内リングC1]
type = Explod
Trigger1  = time = 0
Anim 			= 43782
PosType 		= P1
Pos 			= 8,8
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.3,0.3
trans 			= addalpha
alpha 			= 144,256
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43520
[State 内リングC2]
type = Explod
Trigger1  = time = 0
Anim 			= 43782
PosType 		= P1
Pos 			= 16,15
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.15,0.15
trans 			= addalpha
alpha 			= 128,256
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43520

[State 12]
type = Explod
Trigger1  = time = 0
Anim 			= 43521
PosType 		= P1
Pos 			= 0,-32
;facing 			= 1
;vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43532
[State 11]
type = Explod
Trigger1  = time = 0
Anim 			= 43522
PosType 		= P1
Pos 			= -16,-28
;facing 			= 1
;vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43531
[State 10]
type = Explod
Trigger1  = time = 0
Anim 			= 43523
PosType 		= P1
Pos 			= -28,-16
;facing 			= 1
;vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43530
[State 9]
type = Explod
Trigger1  = time = 0
Anim 			= 43524
PosType 		= P1
Pos 			= -30,0
;facing 			= 1
;vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43529
[State 8]
type = Explod
Trigger1  = time = 0
Anim 			= 43523
PosType 		= P1
Pos 			= -28,16
;facing 			= 1
vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43528
[State 7]
type = Explod
Trigger1  = time = 0
Anim 			= 43522
PosType 		= P1
Pos 			= -16,28
;facing 			= 1
vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43527
[State 6]
type = Explod
Trigger1  = time = 0
Anim 			= 43521
PosType 		= P1
Pos 			= 0,30
;facing 			= 1
vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43526
[State 5]
type = Explod
Trigger1  = time = 0
Anim 			= 43522
PosType 		= P1
Pos 			= 16,28
facing 			= -1
vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43525
[State 4]
type = Explod
Trigger1  = time = 0
Anim 			= 43523
PosType 		= P1
Pos 			= 28,16
facing 			= -1
vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43524
[State 3]
type = Explod
Trigger1  = time = 0
Anim 			= 43524
PosType 		= P1
Pos 			= 30,0
facing 			= -1
;vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43523
[State 2]
type = Explod
Trigger1  = time = 0
Anim 			= 43523
PosType 		= P1
Pos 			= 28,-16
facing 			= -1
;vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43522
[State 1]
type = Explod
Trigger1  = time = 0
Anim 			= 43522
PosType 		= P1
Pos 			= 16,-28
facing 			= -1
;vfacing 		= -1
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
trans 			= add
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43521


[State 消去　11]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 72
ID = 43531
[State 消去　10]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 66
ID = 43530
[State 消去　9]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 60
ID = 43529
[State 消去　8]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 54
ID = 43528
[State 消去　7]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 48
ID = 43527
[State 消去　6]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 42
ID = 43526
[State 消去　5]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 36
ID = 43525
[State 消去　4]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 30
ID = 43524
[State 消去　3]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 24
ID = 43523
[State 消去　2]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 18
ID = 43522
[State 消去　1]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 12
ID = 43521
[State 消去　12]
type = RemoveExplod
trigger1 = var(4) = 1
trigger2 = root,var(36) <= 6
ID = 43532

[State 消去　リング]
type = RemoveExplod
trigger1 = root,var(36) <= 0
ID = 43520

;イクスプロッド-------------------------

[State デス]
type = DestroySelf
;trigger1 = var(4) = 1
trigger1 = NumExplod(43520) = 0
trigger1 = NumExplod(43521) = 0
trigger1 = NumExplod(43522) = 0
trigger1 = NumExplod(43523) = 0
trigger1 = NumExplod(43524) = 0
trigger1 = NumExplod(43525) = 0
trigger1 = NumExplod(43526) = 0
trigger1 = NumExplod(43527) = 0
trigger1 = NumExplod(43528) = 0
trigger1 = NumExplod(43529) = 0
trigger1 = NumExplod(43530) = 0
trigger1 = NumExplod(43531) = 0
trigger1 = NumExplod(43532) = 0

;---------------------------------------------------------------------------
;helper 時　超アルカナ技　足元/手元マークセット
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(4)	消滅フラグ
;fvar(11)イクスプロッド　サイズXY

[Statedef 43710]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000
sprpriority = -2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 43500;無量光の意
trigger1 = var(10) := 1
;trigger2 = root,StateNo = 43800;本不生の意
;trigger2 = var(10) := 10
IgnoreHitPause = 1
persistent = 0

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = Root,facing = -1
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 43500 && root,AnimElemTime(16) < 0
;trigger2 = var(10) = 10&& root,StateNo = 43800 && root,AnimElemTime(26) < 0
x = root,Pos X
y = root,Pos Y -(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;イクスプロッド-------------------------
[State 足元マークA]
type = Explod
Trigger1 = time = 0
Anim 			= 43720
PosType 		= P1
Pos 			= 3*root,facing,5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -2
SuperMoveTime 	= ifelse(var(10)=1,0,99999)
PauseMoveTime 	= ifelse(root,var(35),99999,0)
Persistent = 0
ID = 43711
[State 足元マークB]
type = Explod
Trigger1 = time = 0
Anim 			= 43731
PosType 		= P1
Pos 			= 3*root,facing,5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -2
SuperMoveTime 	= ifelse(var(10)=1,0,99999)
PauseMoveTime 	= ifelse(root,var(35),99999,0)
Persistent = 0
ID = 43711
[State 足元マークC]
type = Explod
Trigger1 = time = 0
Anim 			= 43741;正転
;Anim 			= 43743;逆転
PosType 		= P1
Pos 			= 3*root,facing,5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -2
SuperMoveTime 	= ifelse(var(10)=1,0,99999)
PauseMoveTime 	= ifelse(root,var(35),99999,0)
Persistent = 0
ID = 43711
[State 足元マーク　サブ○]
type = Explod
Trigger1  = time = 0
Anim 			= 43710
PosType 		= P1
Pos 			= 3*root,facing,5
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.08,0.25
SprPriority 	= 2
SuperMoveTime 	= ifelse(var(10)=1,0,99999)
PauseMoveTime 	= ifelse(root,var(35),99999,0)
Persistent = 0
ID = 43712

[State 手元マークA]
type = Explod
Trigger1  = time = 0
Anim 			= 43720
PosType 		= P1
Pos 			= 45*root,facing,-87
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.08,0.25
SprPriority 	= 2
SuperMoveTime 	= ifelse(var(10)=1,0,99999)
PauseMoveTime 	= ifelse(root,var(35),99999,0)
Persistent = 0
ID = 43713
[State 手元マークB]
type = Explod
Trigger1  = time = 0
Anim 			= 43731
PosType 		= P1
Pos 			= 45*root,facing,-87
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.08,0.25
SprPriority 	= 2
SuperMoveTime 	= ifelse(var(10)=1,0,99999)
PauseMoveTime 	= ifelse(root,var(35),99999,0)
Persistent = 0
ID = 43713
[State 手元マークC]
type = Explod
Trigger1  = time = 0
Anim 			= 43741;正転
;Anim 			= 43743;逆転
PosType 		= P1
Pos 			= 45*root,facing,-87
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.08,0.25
SprPriority 	= 2
SuperMoveTime 	= ifelse(var(10)=1,0,99999)
PauseMoveTime 	= ifelse(root,var(35),99999,0)
Persistent = 0
ID = 43713

[State 手元マーク　サブ○]
type = Explod
Trigger1  = time = 0
Anim 			= 43710
PosType 		= P1
Pos 			= 45*root,facing,-87
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.08,0.25
SprPriority 	= 2
SuperMoveTime 	= ifelse(var(10)=1,0,99999)
PauseMoveTime 	= ifelse(root,var(35),99999,0)
Persistent = 0
ID = 43714

;サイズ----------------
;x:y=5:1
[State 足元マークX]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = fvar(11) < 0.75
fvar(11) = 0.75/15


;トランス--------------

[State Sフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = time <= 10
var(0) = 26

[State フェードアウトスイッチ]
type = VarSet
trigger1 = root,StateNo != 43500
;trigger1 = root,StateNo != 43800
trigger2 = var(10) = 1 && root,StateNo = 43500 && root,AnimElemTime(16) > 0
;trigger3 = var(10) = 10&& root,StateNo = 43800 && root,AnimElemTime(26) > 0
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16

;トランス--------------

[State 足元マーク]
type = ModifyExplod
trigger1 = NumExplod(43711)
ID = 43711
scale 			= fvar(11),fvar(11)*0.3
trans 			= addalpha
alpha 			= var(0),256-floor(var(0)*0.2)
[State 足元マーク　サブの○]
type = ModifyExplod
trigger1 = NumExplod(43712)
ID = 43712
scale 			= fvar(11),fvar(11)*0.3
trans 			= addalpha
alpha 			= floor(var(0)*0.65),256

[State 手元マーク]
type = ModifyExplod
trigger1 = NumExplod(43713)
ID = 43713
trans 			= addalpha
alpha 			= var(0),256-floor(var(0)*0.2)
[State 手元マーク　サブの○]
type = ModifyExplod
trigger1 = NumExplod(43714)
ID = 43714
trans 			= addalpha
alpha 			= floor(var(0)*0.65),256

;イクスプロッド-------------------------

;デス
[State 消去　足元メイン]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(0) <= 0
ID = 43711
[State 消去　足元サブ]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(0) <= 0
ID = 43712
[State 消去　手元マーク]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(0) <= 0
ID = 43713
[State 消去　手元サブ]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(0) <= 0
ID = 43714

[State デス]
Type = DestroySelf
triggerall = time >= 1
Trigger1 = var(4) = 1
trigger1 = NumExplod(44371) = 0
trigger1 = NumExplod(43712) = 0
trigger1 = NumExplod(43713) = 0
trigger1 = NumExplod(43714) = 0

;---------------------------------------------------------------------------
;helper 暗転　時マークセット
;---------------------------------------------------------------------------
;var(0)	トランス用　ブレイズ背景
;var(1)	黒バック用
;var(4)	フェードアウトスイッチ
;var(10)技判別
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B

;sprpriority
;-15	黒バック1
;-3		マークA
;-3		マークB
;-3		マークC
;-3		マークサブ
;3		リング（楕円）
;3		十字

;本不生の意
;-2		(Explod)
;-2		(Explod)
;-1		(Explod)
;-1		(Explod)

[Statedef 43750]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
sprpriority = -15

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポスXY]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120
IgnoreHitPause = 1
persistent = 1

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 43500;無量光の意
trigger1 = var(10) := 1
trigger2 = root,StateNo = 43800;本不生の意
trigger2 = var(10) := 10
IgnoreHitPause = 1
persistent = 0


;======================================黒バック
;超アルカナ技用（ライフバー隠さない）
[State 背景フェードアウトR]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [1,8]
var(51) = -32
[State 背景フェードアウトG]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [1,8]
var(52) = -32
[State 背景フェードアウトB]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [1,8]
var(53) = -32

[State 背景フェードインR]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [28,35]
var(51) = 32
[State 背景フェードインG]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [28,35]
var(52) = 32
[State 背景フェードインB]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [28,35]
var(53) = 32

[State 背景初期値];フォース展開時
type = null
trigger1 = time = 0
trigger1 = NumHelper(40410)
trigger1 = var(51) := helper(40410),var(51)
trigger1 = var(52) := helper(40410),var(52)
trigger1 = var(53) := helper(40410),var(53)

[State 背景フェードアウトR];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(51) = -floor((256+helper(40410),var(54))/8)
[State 背景フェードアウトG];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(52) = -floor((256+helper(40410),var(55))/8)
[State 背景フェードアウトB];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(53) = -floor((256+helper(40410),var(56))/8)

[State 背景フェードインR];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [28,35]
var(51) = floor((256+helper(40410),var(51))/8)
[State 背景フェードインG];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [28,35]
var(52) = floor((256+helper(40410),var(52))/8)
[State 背景フェードインB];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [28,35]
var(53) = floor((256+helper(40410),var(53))/8)


[State 背景フェードアウトR限界]
type = VarSet
trigger1 = var(51) < -256
var(51) = -256
[State 背景フェードアウトG限界]
type = VarSet
trigger1 = var(52) < -256
var(52) = -256
[State 背景フェードアウトB限界]
type = VarSet
trigger1 = var(53) < -256
var(53) = -256


[State 背景フェードイン]
type = BGPalFX
trigger1 = var(10) = 1 && time <= 35
time = 1
add = var(51),var(52),var(53)

[State 背景消し]
type = AssertSpecial
trigger1 = var(10) = 1 && time = [9,27]
flag = NoFG
flag2= NoBG





;本不生の意（ライフバー隠す）
;最初のフェードアウトは43808（手びりびりにて）

[State アニメ]
type = ChangeAnim
trigger1 = var(10) = 10
trigger1 = time = 0
value = 12001
persistent = 0

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 10
Scale = 30,30

;トランス
[State Dトランス]
type = VarSet
triggerall = var(10) = 10
trigger1 = time = 0
var(1) = 256

[State Dフェードイン]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = time = [1,17]
var(1) = -16
[State Dフェードイン]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = time >= 80
trigger1 = var(1) <= 256
var(1) = 16

[State 空アニメ]
type = ChangeAnim
trigger1 = var(10) = 10
trigger1 = var(1) > 256
value = 12000
persistent = 0

[State トランス]
type = Trans
trigger1 = var(10) = 10
trigger1 = Anim = 12001
trans = addalpha
alpha = 256,var(1)

;ブレイズ背景
[State ブレイズ背景]
type = Explod
trigger1 = var(10) = 10 && time = 30
Anim 			= 40013
PosType 		= P1
Pos 			= -160,-120
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= 100
SprPriority 	= -12
SuperMoveTime 	= 99999999
PauseMoveTime	= 99999999
IgnoreHitPause = 1
Persistent = 0
ID = 40013

[State ブレイズ背景]
type = VarAdd
trigger1 = time = [30,46]
var(0) = 16
[State ブレイズ背景]
type = VarAdd
trigger1 = time >= 66
var(0) = -16

[State ブレイズ背景]
type = ModifyExplod
trigger1 = NumExplod(40013)
ID = 40013
trans 			= addalpha
alpha 			= var(0),256-var(0)
[State 消去　ブレイズ背景]
type = RemoveExplod
trigger1 = NumExplod(40013)
trigger1 = var(0) < 0
ID = 40013

;本不生の意（ライフバー隠さない）
[State フェードアウトスイッチ]
type = VarSet
triggerall = var(10) = 10
trigger1 = root,var(35) = 0
var(4) = 1
IgnoreHitPause = 1
persistent = 0

[State タイム代用]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = var(4) = 1
var(35) = 1
IgnoreHitPause = 1

[State 背景消し]
type = AssertSpecial
triggerall = var(10) = 10
trigger1 = root,var(35)
flag = NoFG
flag2= NoBG
IgnoreHitPause = 1


[State 背景初期値]
type = null
trigger1 = time = 0
trigger1 = var(10) = 10
trigger1 = var(51) := -256
trigger1 = var(52) := -256
trigger1 = var(53) := -256
IgnoreHitPause = 1

[State 背景]
type = BGPalFX
trigger1 = var(10) = 10
time = 1
add = var(51),var(52),var(53)
IgnoreHitPause = 1


;時マークセット---------------------------

[State リング（楕円）大]
Type = Helper
Trigger1 = var(10)=1 && time = 0
Trigger2 = var(10)=10&& root,StateNo = 43800 && root,AnimElemTime(9) = 18
StateNo 		= 43760
ID 				= 43761
name 			= "LingB"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,22,60)
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State リング（楕円）小]
Type = Helper
Trigger1 = var(10)=1 && time = 0
Trigger2 = var(10)=10&& root,StateNo = 43800 && root,AnimElemTime(9) = 18
StateNo 		= 43760
ID 				= 43762
name 			= "LingB"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,22,60)
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State マークA/十字/○/マークサブイクスプロッド用]
Type = Helper
Trigger1 = var(10)=1 && time = 0
Trigger2 = var(10)=10&& root,StateNo = 43800 && root,AnimElemTime(9) = 18
StateNo 		= 43770
ID 				= 43770
name 			= "+"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,22,60)
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State マークB]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=10&& root,StateNo = 43800 && root,AnimElemTime(9) = 20
StateNo 		= 43780
ID 				= 43781
name 			= "mark B"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,18,58)
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State マークC]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=10&& root,StateNo = 43800 && root,AnimElemTime(9) = 20
StateNo 		= 43780
ID 				= 43782
name 			= "mark C"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,18,58)
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0

;時マークセット-------------------------

[State デス];子ヘルパアニメ不具合（最悪560）対策　親ヘルパを先に消さない。もしくは本体が親になる。
type = DestroySelf
triggerall = NumExplod(40013) = 0
triggerall = NumHelper(43761) = 0
triggerall = NumHelper(43762) = 0
triggerall = NumHelper(43770) = 0
triggerall = NumHelper(43781) = 0
triggerall = NumHelper(43782) = 0
trigger1 = var(10) = 1 && time > 35
trigger2 = var(10) = 10&& var(4) = 1 && var(35) >= 34
trigger3 = var(10) = 10&& win

;---------------------------------------------------------------------------
;helper 時マーク用　リング（楕円）
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;var(4)	トランス用フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(0)サイズXY

;ID 43761 大
;ID 43762 小

[Statedef 43760]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 43760
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 43500 && root,AnimElemTime(16) < 0
trigger2 = var(10) = 10&& root,StateNo = 43800 && root,AnimElemTime(11) < 0
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;サイズ-----------------------------
[State 初期サイズ]
type = null
triggerall = time = 0
;10:1.5
trigger1 = var(10) = 1 && IsHelper(43761)
trigger1 = fvar(0) := 0.5
trigger2 = var(10) = 1 && IsHelper(43762)
trigger2 = fvar(0) := 0.25
;10:2
trigger3 = var(10) = 10&& IsHelper(43761)
trigger3 = fvar(0) := 0.5
trigger4 = var(10) = 10&& IsHelper(43762)
trigger4 = fvar(0) := 0.25

;無量光の意↓↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(43761)
trigger1 = time >= 1
trigger1 = time <= 11
fvar(0) = 1.2/10
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(43762)
trigger1 = time >= 1
trigger1 = time <= 18
fvar(0) = 0.8/17

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 1
Scale = fvar(0),fvar(0)*0.15

;本不生の意↓↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズ]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(43761)
trigger1 = time >= 1
trigger1 = time <= 21
fvar(0) = 1.5/20
[State 時間経過サイズ]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(43762)
trigger1 = time >= 1
trigger1 = time <= 39
fvar(0) = 1.0/38

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 10
Scale = fvar(0),fvar(0)*0.2


;サイズ-----------------------------

;角度
[State 角度]
type = AngleSet
triggerall = time = 0
trigger1 = var(10) = 1 && IsHelper(43761) && var(2) := -55
trigger2 = var(10) = 1 && IsHelper(43762) && var(2) := 55
trigger3 = var(10) = 10&& IsHelper(43761) && var(2) := -58
trigger4 = var(10) = 10&& IsHelper(43762) && var(2) := 55
value = var(2)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1 && IsHelper(43761) && time >= 13
trigger2 = var(10) = 1 && IsHelper(43762) && time >= 20
trigger3 = var(10) = 10&& IsHelper(43761) && time >= 22
trigger4 = var(10) = 10&& IsHelper(43762) && time >= 40
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = time >= 1
trigger2 = time >= 150;保険

;---------------------------------------------------------------------------
;helper 時マーク用　マークA(メイン)/十字/○/サブリングイクスプロッド用
;---------------------------------------------------------------------------
;var(0)	イクスプロッドトランス用
;var(1)	イクスプロッドトランス用
;var(2)	イクスプロッドトランス用
;var(10)技判別
;fvar(0)サイズXY
;fvar(11)サイズXY　イクスプロッド用
;fvar(12)サイズXY　イクスプロッド用
;fvar(13)サイズXY　イクスプロッド用
;fvar(14)サイズXY　イクスプロッド用

[Statedef 43770]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000
sprpriority = -3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = Root,facing = -1
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 43500 && root,AnimElemTime(16) < 0
trigger2 = var(10) = 10&& root,StateNo = 43800 && root,AnimElemTime(11) < 0
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1


;イクスプロッド-------------------------
[State トランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State フェードアウト]
type = VarAdd
trigger1 = var(10) = 1 && time >= 44
trigger2 = var(10) = 10&& time >= 88
var(0) = -16

;========================マークサブ左下/右上
[State マークサブ左下]
type = Explod
Trigger1  = time = 0
Anim 			= 43781
PosType 		= P1
Pos 			= -60,25
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
SuperMoveTime 	= ifelse(var(10)=1,22,60)
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43775
[State マークサブ右上]
type = Explod
Trigger1  = time = 0
Anim 			= 43782
PosType 		= P1
Pos 			= 60,-25
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
SuperMoveTime 	= ifelse(var(10)=1,22,60)
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 43776

[State 初期サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 0.1
[State 時間経過サイズ]
type = VarAdd
trigger1 = NumExplod(43775)
trigger1 = NumExplod(43776)
trigger1 = fvar(11) < 1.0
fvar(11) = 0.9/ifelse(var(10)=1,28,62)

[State マークサブ左下]
type = ModifyExplod
trigger1 = NumExplod(43775)
ID = 43775
scale 			= fvar(11)*0.70,fvar(11)*0.70
trans 			= addalpha
alpha 			= floor(var(0)*0.9),256
[State マークサブ右上]
type = ModifyExplod
trigger1 = NumExplod(43776)
ID = 43776
scale 			= fvar(11)*0.65,fvar(11)*0.65
trans 			= addalpha
alpha 			= floor(var(0)*0.9),256

[State 消去　マークサブ左下]
type = RemoveExplod
trigger1 = NumExplod(43775)
trigger1 = var(0) <= 0
ID = 43775
[State 消去　マークサブ右上]
type = RemoveExplod
trigger1 = NumExplod(43776)
trigger1 = var(0) <= 0
ID = 43776
;========================マークサブ左下/右上

;========================マークAあ
[State マークAあ]
type = Explod
Trigger1  = time = 2
Anim 			= 43721
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
SuperMoveTime 	= ifelse(var(10)=1,20,58)
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43771

[State マークAあ　フェードイン]
type = VarAdd
triggerall = var(1) < 256
trigger1 = var(10) = 1 && time = [2,12]
trigger2 = var(10) = 10&& time = [2,34]
var(1) = ifelse(var(10)=1,26,8)

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(12) = 1.95
[State サイズ]
type = VarAdd
trigger1 = NumExplod(43771)
trigger1 = fvar(12) > 0.95
fvar(12) = -0.95/ifelse(var(10)=1,26,60)

[State サイズ]
type = VarAdd
triggerall = NumExplod(43771)
trigger1 = var(10) = 1 && time >= 44
trigger2 = var(10) = 10&& time >= 88
fvar(12) = -0.95/8

[State マークAあ]
type = ModifyExplod
trigger1 = NumExplod(43771)
ID = 43771
scale 			= fvar(12),fvar(12)
trans 			= addalpha
alpha 			= var(1),256
[State 消去　マークAあ]
type = RemoveExplod
triggerall = time >= 1
trigger1 = fvar(12) <= 0
ID = 43771

;========================マークAあ

;========================マークAリング/サブ○
[State マークAリング]
type = Explod
Trigger1  = time = 2
Anim 			= 43722
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
SuperMoveTime 	= ifelse(var(10)=1,20,58)
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43772
[State サブ○]
type = Explod
Trigger1  = time = 2
Anim 			= 43710
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
SuperMoveTime 	= ifelse(var(10)=1,20,58)
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43773

[State サイズ]
type = VarAdd
trigger1 = NumExplod(43772)
trigger1 = NumExplod(43773)
trigger1 = fvar(13) < 0.95
fvar(13) = 0.95/ifelse(var(10)=1,26,60)

[State マークAリング]
type = ModifyExplod
trigger1 = NumExplod(43772)
ID = 43772
scale 			= fvar(13),fvar(13)
trans 			= addalpha
alpha 			= var(0),256
[State サブ○]
type = ModifyExplod
trigger1 = NumExplod(43773)
ID = 43773
scale 			= fvar(13),fvar(13)
trans 			= addalpha
alpha 			= floor(var(0)*0.5),256

[State 消去　マークAリング]
type = RemoveExplod
triggerall = time >= 1
trigger1 = var(0) <= 0
ID = 43772
[State 消去　サブ○]
type = RemoveExplod
triggerall = time >= 1
trigger1 = var(0) <= 0
ID = 43773

;========================マークAリング/サブ○

;========================十字
[State 十字]
type = Explod
Trigger1  = time = 2
Anim 			= ifelse(var(10)=1,43755,43756)
PosType 		= P1
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= ifelse(var(10)=1,20,58)
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
Persistent = 0
ID = 43774

[State 十字　フェードイン]
type = VarAdd
trigger1 = NumExplod(43774)
trigger1 = var(2) < 256
var(2) = ifelse(var(10)=1,64,32)

[State 十字　初期サイズ]
type = VarSet
trigger1 = time = 0
fvar(14) = ifelse(var(10)=1,1.0,1.3)
[State 時間経過サイズ]
type = VarAdd
trigger1 = var(10) = 1 && time > 13
fvar(14) = -1.0/13
[State 時間経過十サイズ]
type = VarAdd
trigger1 = var(10) = 10&& time > 8
fvar(14) = -1.3/50

[State 十字]
type = ModifyExplod
trigger1 = NumExplod(43774)
ID = 43774
scale 			= fvar(14),fvar(14)
trans 			= addalpha
alpha 			= var(2),256

[State 消去　十字]
type = RemoveExplod
triggerall = time >= 1
trigger1 = fvar(14) <= 0
ID = 43774

;========================十字

;イクスプロッド-------------------------

;デス
[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = NumExplod(43771) = 0
trigger1 = NumExplod(43772) = 0
trigger1 = NumExplod(43773) = 0
trigger1 = NumExplod(43774) = 0
trigger1 = NumExplod(43775) = 0
trigger1 = NumExplod(43776) = 0

;---------------------------------------------------------------------------
;helper 時マーク用　マークBC
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;var(10)技判別
;fvar(0)サイズXY

;ID 43781 マークB
;ID 43782 マークC

[Statedef 43780]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
SprPriority = -3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = Root,facing = -1
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 43500 && root,AnimElemTime(16) < 0
trigger2 = var(10) = 10&& root,StateNo = 43800 && root,AnimElemTime(11) < 0
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;アニメ-----------------------------
[State マークB]
type = ChangeAnim
trigger1 = time = 0
trigger1 = IsHelper(43781)
value = 43730
persistent = 0
[State マークC]
type = ChangeAnim
trigger1 = time = 0
trigger1 = IsHelper(43782)
value = 43740
persistent = 0
;アニメ-----------------------------

;サイズ-----------------------------
[State 時間経過サイズ　マークBC]
type = VarAdd
trigger1 = fvar(0) < 2.0
fvar(0) = 2.0/ifelse(var(10)=1,24,60)
;サイズ-----------------------------

;回転-------------------------------
[State マークB]
type = VarAdd
trigger1 = time < ifelse(var(10)=1,24,60)
var(2) = 8
[State マークB]
type = VarAdd
trigger1 = time >= ifelse(var(10)=1,24,60)
var(2) = 4

;回転-------------------------------

[State サイズ・角度]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
value = var(2)*ifelse(ishelper(43781),1,-1)
IgnoreHitPause = 1
persistent = 1

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = var(10) = 1 && time >= 40
trigger2 = var(10) = 10&& time >= 86
var(0) = -16

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
trigger1 = time > 80;保険
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;本不生の意
;---------------------------------------------------------------------------
[Statedef 43800]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0
Anim 		= 43800

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State voice]
type = PlaySnd
trigger1 = time = 0
value = s116,5
channel = 0

[State アルカナフォース展開判定]
type = VarSet
trigger1 = time = 0
var(46) = 2
[State アルカナフォース展開判定]
type = VarSet
Trigger1 = AnimElemTime(6) = 0;time = 121
var(46) = 3

[State ポーズ時間]
type = VarSet
trigger1 = AnimElemTime(6) = 0;time = 121
var(35) = 418

[State 無敵]
type = NotHitBy
trigger1 = AnimElemTime(6) = 0;time = 121
value = SCA
time = 88

[State スーパーポーズ]
type = SuperPause
trigger1 = AnimElemTime(6) = 0;time = 121
time = 88
MoveTime = 88
anim = -1
P2DefMul = 1
darken = 0

[State 暗転　時マークセット]
Type = Helper
trigger1 = AnimElemTime(6) = 0;time = 121
StateNo 		= 43750
ID 				= 43750
name 			= "anten mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 418;88
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State se暗転ほわーん]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s4,3
channel = 3

[State voice]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s116,7
channel = 0

[State 画面揺れ]
type = EnvShake
trigger1 = AnimElemTime(6) = 0;time = 121
;trigger1 = time = 140
time = 40
freq = 90
ampl = -3
phase = 90

[State 手ビリビリエフェクト]
Type = Helper
Trigger1 = time = 0
StateNo 		= 43808
ID 				= 43808
name 			= "te"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 88
IgnoreHitPause = 1
Persistent = 0

[State 因果の意置き換え(吹き飛ばし)]
Type = Helper
triggerall = NumHelper(43035) = 1
trigger1 = AnimElemTime(5) = 5;time = 118
StateNo 		= 43835
ID 				= 43835
name 			= "Inga"
PosType 		= P1
Pos 			= helper(43035),var(25),0
facing 			= helper(43035),var(8)*facing
Ownpal 			= 1
PauseMoveTime 	= 418
IgnoreHitPause = 1
Persistent = 0
[State 因果の意置き換え(打ち上げ)]
Type = Helper
triggerall = NumHelper(43037) = 1
trigger1 = AnimElemTime(5) = 5;time = 118
StateNo 		= 43837
ID 				= 43837
name 			= "Inga"
PosType 		= P1
Pos 			= helper(43037),var(25),0
facing 			= helper(43037),var(8)*facing
Ownpal 			= 1
PauseMoveTime 	= 418
IgnoreHitPause = 1
Persistent = 0

;本不生の意演出-------------------------
[State 本不生の意演出セット];メイン長針
Type = Helper
triggerall = NumHelper(43850) = 0
trigger1 = Animtime = 0
StateNo 		= 43850
ID 				= 43850
name 			= "Tokei_Efect"
PosType 		= Left
SuperMoveTime 	= 2
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 本不生の意演出セット];短針
Type = Helper
triggerall = NumHelper(43852) = 0
trigger1 = Animtime = 0
StateNo 		= 43852
ID 				= 43852
name 			= "Tokei_Efect"
PosType 		= Left
SuperMoveTime 	= 2
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;本不生の意演出-------------------------


[State 0へ]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper 本不生の意　手ビリビリエフェクト
;---------------------------------------------------------------------------
;var(4)	消滅フラグ
;var(5)	ポスX
;var(6)	ポスY
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B

[Statedef 43808]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 消滅フラグ]
type = VarSet
triggerall = var(4) = 0
trigger1 = root,StateNo != 43800
trigger2 = root,StateNo = 43800 && root,AnimElemTime(9) >= 20;time=150
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 1;0f目にPalFxが効かないのでtime=1から
value = 41808
Persistent = 0

[State 消滅アニメ]
type = ChangeAnim
trigger1 = var(4) = 1
value = 41809
Persistent = 0

[State 空アニメ]
Type = ChangeAnim
trigger1 = Anim = 41809
trigger1 = AnimTime = 0
trigger2 = root,MoveType = H
value = 12000
IgnoreHitPause = 1
Persistent = 0

[State 色　金]
type = PalFX
trigger1 = 1
add = 0,-20,-130
time = 1
color = 0
IgnoreHitPause = 1

;ポス-----------------------------

[State ポスXY]
type = null
trigger1 = root,AnimElem = 1
trigger1 = var(5) := -2
trigger1 = var(6) := -70
trigger2 = root,AnimElem = 2
trigger2 = var(5) := -21
trigger2 = var(6) := -90
trigger3 = root,AnimElem = 3
trigger3 = var(5) := -23
trigger3 = var(6) := -100
trigger4 = root,AnimElem = 4
trigger4 = var(5) := -18
trigger4 = var(6) := -95
trigger5 = root,AnimElem = 5
trigger5 = var(5) := 10
trigger5 = var(6) := -70
trigger6 = root,AnimElem = 6
trigger6 = var(5) := -2
trigger6 = var(6) := -70
trigger7 = root,AnimElem = 7
trigger7 = var(5) := -11
trigger7 = var(6) := -75
trigger8 = root,AnimElem = 8
trigger8 = var(5) := 3
trigger8 = var(6) := -88
trigger9 = root,AnimElem = 9
trigger9 = var(5) := 9
trigger9 = var(6) := -123
IgnoreHitPause = 1

[State ポス]
type = PosSet
trigger1 = var(4) = 0
x = root,Pos X + var(5)*root,facing
y = root,Pos Y + var(6)
IgnoreHitPause = 1
persistent = 1
;ポス-----------------------------

;-----------------------------背景
[State 背景フェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(1) > -256
var(1) = -8
IgnoreHitPause = 1
[State 背景フェードイン]
type = VarAdd
trigger1 = var(4) = 1
trigger1 = var(1) < 0
var(1) = 8
IgnoreHitPause = 1

[State 背景クロ]
type = BGPalFX
trigger1 = NumHelper(40410) = 0
time = 1
add = var(1),var(1),var(1)
IgnoreHitPause = 1


[State 背景初期値];フォース展開時
type = null
trigger1 = time = 0
trigger1 = NumHelper(40410)
trigger1 = var(51) := helper(40410),var(51)
trigger1 = var(52) := helper(40410),var(52)
trigger1 = var(53) := helper(40410),var(53)

[State 背景フェードアウトR];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(4) = 0
trigger1 = var(51) > -256
var(51) = -floor((256+helper(40410),var(54))/8)
[State 背景フェードアウトG];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(4) = 0
trigger1 = var(52) > -256
var(52) = -floor((256+helper(40410),var(55))/8)
[State 背景フェードアウトB];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(4) = 0
trigger1 = var(53) > -256
var(53) = -floor((256+helper(40410),var(56))/8)

[State 背景フェードアウトR限界]
type = VarSet
trigger1 = var(51) < -256
var(51) = -256
[State 背景フェードアウトG限界]
type = VarSet
trigger1 = var(52) < -256
var(52) = -256
[State 背景フェードアウトB限界]
type = VarSet
trigger1 = var(53) < -256
var(53) = -256

[State 背景フェードインR];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(4) = 1
trigger1 = var(51) < helper(40410),var(54)
var(51) = floor((256+helper(40410),var(51))/8)
[State 背景フェードインG];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(4) = 1
trigger1 = var(51) < helper(40410),var(55)
var(52) = floor((256+helper(40410),var(52))/8)
[State 背景フェードインB];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(4) = 1
trigger1 = var(51) < helper(40410),var(56)
var(53) = floor((256+helper(40410),var(53))/8)

[State 背景フェードアウトR限界]
type = VarSet
trigger1 = NumHelper(40410)
trigger1 = var(51) > helper(40410),var(51)
var(51) = helper(40410),var(51)
[State 背景フェードアウトG限界]
type = VarSet
trigger1 = NumHelper(40410)
trigger1 = var(51) > helper(40410),var(52)
var(52) = helper(40410),var(52)
[State 背景フェードアウトB限界]
type = VarSet
trigger1 = NumHelper(40410)
trigger1 = var(51) > helper(40410),var(53)
var(53) = helper(40410),var(53)

[State 背景]
type = BGPalFX
trigger1 = NumHelper(40410)
time = 1
add = var(51),var(52),var(53)

;-----------------------------背景

[State デス]
Type = DestroySelf
trigger1 = anim = 12000
trigger1 = var(1) >= 0

;---------------------------------------------------------------------------
;helper 因果の意置き換え(吹き飛ばし)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(4)	状況
;var(10)アニメ進行具合
;var(38)ヒット判別継承用

[Statedef 43835]
type 		= S
physics 	= S
movetype 	= I
;anim 		= 9999
ctrl 		= 0
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag  = Noshadow
;Flag2 = Invisible
IgnoreHitPause = 1

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

[State トランス用]
type = VarSet
trigger1 = NumHelper(43035)
var(0) = helper(43035),var(0)
IgnoreHitPause = 1

[State 状況]
type = VarSet
trigger1 = NumHelper(43035)
var(4) = helper(43035),var(4)
IgnoreHitPause = 1
[State アニメ進行具合]
type = VarSet
trigger1 = NumHelper(43035)
var(10) = helper(43035),var(35)-1
IgnoreHitPause = 1
[State ヒット判別]
type = VarSet
trigger1 = NumHelper(43035)
var(38) = helper(43035),var(38)
IgnoreHitPause = 1

[State 置き換え版]
type = ChangeAnim
trigger1 = time = 0
value = 43035
elem = 1+var(10)
Persistent = 0

[State 因果の意へ]
type = ChangeState
trigger1 = root,StateNo = 43800
trigger1 = root,AnimElemTime(6) >= 0
value = 43035
IgnoreHitPause = 1

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128,128

[State デス]
type = DestroySelf
trigger1 = root,MoveType = H
trigger2 = root,StateNo != 43800
;---------------------------------------------------------------------------
;helper 因果の意置き換え(打ち上げ)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(4)	状況
;var(10)アニメ進行具合
;var(38)ヒット判別継承用

[Statedef 43837]
type 		= S
physics 	= S
movetype 	= I
;anim 		= 9999
ctrl 		= 0
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag  = Noshadow
;Flag2 = Invisible
IgnoreHitPause = 1

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

[State トランス用]
type = VarSet
trigger1 = NumHelper(43037)
var(0) = helper(43037),var(0)
IgnoreHitPause = 1

[State 状況]
type = VarSet
trigger1 = NumHelper(43037)
var(4) = helper(43037),var(4)
IgnoreHitPause = 1
[State アニメ進行具合]
type = VarSet
trigger1 = NumHelper(43037)
var(10) = helper(43037),var(35)-1
IgnoreHitPause = 1
[State ヒット判別]
type = VarSet
trigger1 = NumHelper(43037)
var(38) = helper(43037),var(38)
IgnoreHitPause = 1

[State 置き換え版]
type = ChangeAnim
trigger1 = time = 0
value = 43037
elem = 1+var(10)
Persistent = 0

[State 因果の意へ]
type = ChangeState
trigger1 = root,StateNo = 43800
trigger1 = root,AnimElemTime(6) >= 0
value = 43037
IgnoreHitPause = 1

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128,128

[State デス]
type = DestroySelf
trigger1 = root,MoveType = H
trigger2 = root,StateNo != 43800


;---------------------------------------------------------------------------
;helper 本不生の意演出(長針)
;---------------------------------------------------------------------------
;var(0)	トランス用S	イクスプロッドトランス用
;var(2)	角度
;var(4)	消滅フラグ

[Statedef 43850]
type 		= A
movetype 	= A
physics 	= N
anim 		= 43851;長針
SprPriority = -3

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポスXY]
type = PosSet
trigger1 = 1
x = 0
y = -115
IgnoreHitPause = 1
;[State ポスXY]
;type = PosSet
;trigger1 = 1
;x = floor(Pos x - ScreenPos x +160)
;y = floor(Pos y - ScreenPos y +105)
;IgnoreHitPause = 1

[State 消滅フラグ]
type = VarSet
trigger1 = root,var(35) <= 0
var(4) = 1
Persistent = 0

[State seコチコチ]
type = PlaySnd
trigger1 = root,var(35) >= 10
trigger1 = time%30 = 0
value = s52,1
channel = 5

[State se終了]
type = PlaySnd
trigger1 = root,var(35) = 0
value = s52,2
channel = 5
Persistent = 0

;回転------------------------

[State 回転];0時スタート 時計回り7回転　;7時スタート反時計回り0時まで
type = VarSet
trigger1 = var(4)=0
var(2) = floor(root,var(35)*6.0287);+2520
[State 回転]
type = VarAdd
trigger1 = var(4)=1
var(2) = -6
Persistent = 0

[State 角度]
type = AngleDraw
trigger1 = 1
value = var(2)

;トランス---------------------
[State フェードイン]
type = VarAdd
trigger1 = time < 16
trigger1 = var(0) < 256
var(0) = 16

[State フェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16
Persistent = 1

[State トランス]
type = Trans
trigger1 = var(4) = 1
trans = addalpha
alpha = var(0),256-var(0)
Persistent = 1

[State 空アニメ]
type = ChangeAnim
trigger1 = var(4) = 1
trigger1 = var(0) <= 0
value = 12000
Persistent = 0

;イクスプロッド-------------------------
[State 針中心]
type = Explod
Trigger1  = time = 0
Anim 			= 43850
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -2
SuperMoveTime 	= 9999999
PauseMoveTime 	= 9999999
IgnoreHitPause = 1
Persistent = 0
ID = 43850

[State 針中心]
type = ModifyExplod
trigger1 = var(4) = 1
trigger1 = NumExplod(43850)
ID = 43850
trans 			= addalpha
alpha 			= var(0),256-var(0)
[State 消去　針中心]
type = RemoveExplod
trigger1 = var(0) < 0
ID = 43850

[State ギア]
type = Explod
Trigger1  = time = 0
Anim 			= 43855
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
SuperMoveTime 	= 9999999
PauseMoveTime 	= 9999999
IgnoreHitPause = 1
Persistent = 0
ID = 43855
[State 羽]
type = Explod
Trigger1  = time = 0;12
Anim 			= 43856
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
SuperMoveTime 	= 9999999
PauseMoveTime 	= 9999999
IgnoreHitPause = 1
Persistent = 0
ID = 43855

[State ギア/羽]
type = ModifyExplod
trigger1 = NumExplod(43855)
ID = 43855
trans 			= addalpha
alpha 			= var(0),256-var(0)
[State 消去　ギア/羽]
type = RemoveExplod
trigger1 = var(0) < 0
ID = 43855

;イクスプロッド-------------------------

[State 背景リング]
Type = Helper
triggerall = var(4) = 0
trigger1 = time < 120
trigger1 = time%30 = 0

trigger2 = time >= 120
trigger2 = time%20 = 0
StateNo 		= 43860
ID 				= 43861
name 			= "ring1"
PosType 		= P1
PauseMoveTime 	= root,var(35)
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = var(0) < 0
trigger1 = NumHelper(433861) = 0

;---------------------------------------------------------------------------
;helper 本不生の意演出(短針)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(4)	消滅フラグ

[Statedef 43852]
type 		= A
movetype 	= A
physics 	= N
anim 		= 43852;短針
SprPriority = -3

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポスXY]
type = PosSet
trigger1 = 1
x = 0
y = -115
IgnoreHitPause = 1

[State 消滅フラグ]
type = VarSet
trigger1 = root,var(35) <= 0
var(4) = 1
Persistent = 0

;回転------------------------

[State 回転];0時スタート 時計回り7回転　;7時スタート反時計回り0時まで
type = VarSet
trigger1 = var(4)=0
var(2) = -floor(root,var(35)*0.5024);+210
[State 角度]
type = AngleDraw
trigger1 = 1
value = var(2)

;トランス---------------------
[State フェードイン]
type = VarAdd
trigger1 = time < 16
trigger1 = var(0) < 256
var(0) = 16

[State フェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16
Persistent = 1

[State トランス]
type = Trans
trigger1 = var(4) = 1
trans = addalpha
alpha = var(0),256-var(0)
Persistent = 1

[State デス]
type = DestroySelf
trigger1 = var(0) < 0


;---------------------------------------------------------------------------
;helper 本不生の意演出(リング)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	進行方向
;var(8)	回転方向
;fvar(0)サイズXY
;fvar(5)X速度（方向決定）
;fvar(6)Y速度（方向決定）
;fvar(7)速度

[statedef 43860]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
SprPriority = -4

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State アニメ]
type = VarSet
trigger1 = time = 0
var(10) = random%3

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(10) = 0
value = 43090
[State アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(10) = 1
value = 43781
[State アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(10) = 2
value = 43782

[State ポス]
type = PosSet
trigger1 = time = 0
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120

[State ポス]
type = PosAdd
trigger1 = time = 0
x = random%220 -110
y = random%160 -80

[State 回転方向]
type = VarSet
trigger1 = time = 0
var(8) = ifelse(random%2=0,1,-1)
IgnoreHitPause = 1
Persistent = 0
[State 角度]
type = VarSet
trigger1 = Time = 0
var(2) = random%360
[State 回転]
type = VarAdd
trigger1 = Time >= 1
var(2) = 2
[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.3+random%4*0.1
IgnoreHitPause = 1
Persistent = 0
[State 回転/サイズ]
type = AngleDraw
trigger1 = 1
value = var(2)
Scale = fvar(0),fvar(0)

[State 方向/速度]
type = null
triggerall = time = 0
trigger1 = 1 || var(2)  := random%360 +1
trigger1 = 1 || fvar(5) := cos(var(2)*pi/180)
trigger1 = 1 || fvar(6) := sin(var(2)*pi/180)
trigger1 = 1 || fvar(7) := random%6*0.1 +0.5

[State 速度]
type = VelSet
trigger1 = 1
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

;トランス　デス
[State Sトランス]
type = VarAdd
trigger1 = time < 16
var(0) = 6

[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 30
var(0) = -6

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
trigger1 = time > 0
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;44000
;樹モリオモト

;---------------------------------------------------------------------------
;helper 恵みの光・養分吸収　回復エフェクト用ヘルパー
;---------------------------------------------------------------------------
;Parent 801(helper)		アルカナフォース展開時マーク
;Parent 44511(helper)	養分吸収(飛び道具ヒット)

;var(4)	消滅フラグ

[Statedef 44040]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2= invisible

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

[State ポス]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0, -47+(15*root,statetype=A)

;イクスプロッド-------------------
;[State サイズ]
;type = VarSet
;trigger1 = 1
;fvar(11) = random%50*0.001

;[State 回復エフェクト]
;type = Explod
;trigger1 = NumExplod(44141) = 0
;trigger1 = var(4) = 0
;trigger1 = root,StateNo != 40000
;trigger1 = Time%30 = 0
;Anim 			= 44041+random%6
;Postype 		= P1
;Pos 			= 0,0
;Random 			= 80,80
;Vel 			= 0,-1.5
;Accel 			= 0,-0.07
;Scale 			= fvar(11)+0.2,fvar(11)+0.2
;RemoveTime 		= 29
;SprPriority 	= 2
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;ID = 44141
;[State 回復エフェクト]
;type = Explod
;trigger1 = NumExplod(44142) = 0
;trigger1 = var(4) = 0
;trigger1 = root,StateNo != 40000
;trigger1 = Time%30 = 10
;Anim 			= 44041+random%6
;Postype 		= P1
;Pos 			= 0,0
;Random 			= 80,80
;Vel 			= 0,-1.5
;Accel 			= 0,-0.07
;Scale 			= fvar(11)+0.2,fvar(11)+0.2
;RemoveTime 		= 29
;SprPriority 	= 2
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;ID = 44142
;[State 回復エフェクト]
;type = Explod
;trigger1 = NumExplod(44143) = 0
;trigger1 = var(4) = 0
;trigger1 = root,StateNo != 40000
;trigger1 = Time%30 = 20
;Anim 			= 44041+random%6
;Postype 		= P1
;Pos 			= 0,0
;Random 			= 80,80
;Vel 			= 0,-1.5
;Accel 			= 0,-0.07
;Scale 			= fvar(11)+0.2,fvar(11)+0.2
;RemoveTime 		= 29
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;SprPriority 	= 2
;IgnoreHitPause = 1
;ID = 44143
;イクスプロッド-------------------

[State 回転+]
Type = Helper
triggerall = var(4) = 0
trigger1 = Time%30 = 0
trigger2 = Time%30 = 10
trigger3 = Time%30 = 20
StateNo 		= 44041
ID 				= 44041
name 			= "+"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

[State 消滅フラグ]
type = VarSet
trigger1 = root,var(46) != 2
trigger1 = root,var(46) != 4
trigger1 = root,var(46) != 6
trigger1 = root,StateNo != 44502

trigger2 = root,var(46) != 2
trigger2 = root,var(46) != 4
trigger2 = root,var(46) != 6
trigger2 = root,StateNo = 44502
trigger2 = root,AnimElemTime(4) > 0
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

;ポーズ監視用-----------
;[State ]
;type = VarSet
;trigger1 = 1
;var(36) = var(35)
;IgnoreHitPause = 1
;[State タイム代用]
;type = VarSet
;trigger1 = 1
;var(35) = root,time
;IgnoreHitPause = 1
;[State ]
;type = VarSet
;trigger1 = 1
;var(44) = ifelse(var(35) = var(36),1,0)
;IgnoreHitPause = 1
;
;[State -2,デバッグ表示]
;Type = DisplayToClipboard
;Trigger1 = 1
;text = " \n%d, %d,%d,"
;params = var(44),var(35),var(36)
;ignorehitpause = 1
;ポーズ監視用-----------

[State デス]
Type = DestroySelf
trigger1 = var(4) = 1
trigger1 = NumHelper(44041) = 0
;trigger1 = NumExplod(44141) = 0
;trigger1 = NumExplod(44142) = 0
;trigger1 = NumExplod(44143) = 0

;---------------------------------------------------------------------------
;helper 恵みの光・養分吸収　回転+
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(8)	向き
;fvar(0)サイズXY

[Statedef 44041]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
SprPriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = 44048+random%2
IgnoreHitPause = 1
Persistent = 0

[State ポス]
type = PosSet
trigger1 = time = 0
x = root,Pos X -25+random%70
y = root,Pos Y -random%80
IgnoreHitPause = 1
Persistent = 0

[State 速度]
Type = VelSet
trigger1 = time = 0
y = -1.3-random%50*0.001
[State 加速]
Type = VelAdd
trigger1 = time >= 1
y = -0.07

;サイズ
[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 0.4+random%20*0.01
[State サイズ]
type = VarAdd
trigger1 = AnimElemTime(5) >= 5
fvar(0) = -0.025

[State サイズ]
Type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)

;角度
[State 向き]
type = VarSet
trigger1 = time = 0
var(8) = ifelse(random%2=0,1,-1)
IgnoreHitPause = 1
Persistent = 0

[State 角度]
type = VarSet
trigger1 = time = 0
var(2) = random%360
[State 角度]
type = VarAdd
trigger1 = time >= 1
var(2) = 15

[State 角度]
Type = AngleSet
trigger1 = 1
value = var(2)*var(8)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = AnimElemTime(6) >= 3
var(0) = -42

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger2 = fvar(0) <= 0
trigger3 = AnimTime = 0

;---------------------------------------------------------------------------
;蔦(正面)
;---------------------------------------------------------------------------
[Statedef 44100]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,44101,44100)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(12) < 0
triggerall = statetype = A
trigger1 = time >= 1
trigger1 = time%60 = 0
x = 0.9
y = 0.9

[State voice]
type = PlaySnd
Trigger1 = AnimElemTime(4) = 0
value = s115,0+random%3
channel = 0
Persistent = 0

[State 樹　手元マークA]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 44150
ID 				= 44151
name 			= "te mark A"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0
[State 樹　手元マークBC]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 44150
ID 				= 44152
name 			= "te mark BC"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 足元エフェクト]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
trigger1 = statetype = A
StateNo 		= 20900
ID 				= 44101
name 			= "ring"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0

[State 蔦飛び道具]
Type = Helper
Trigger1 = AnimElemTime(5) = 0
StateNo 		= 44110
ID 				= 44110
name 			= "Tuta"
PosType 		= P1
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中蔦　状態]
type = StateTypeSet
trigger1 = (Anim = 44101 || Anim = 44106) && AnimElemTime(13) = 0
Physics = A

[State 空中蔦　コントロール]
type = CtrlSet
trigger1 = (Anim = 44101 || Anim = 44106) && AnimElemTime(14) = 0
value = 1

[State 空中蔦　ポスY限界]
type = PosSet
triggerall = Pos Y >= -10
trigger1 = (Anim = 44101 || Anim = 44106) && AnimElemTime(13) <= 0
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中蔦　着地へ];意味はあんまり無い
type = ChangeState
triggerall = (vel Y > 0) && (Pos Y >= 0)
trigger1 = (Anim = 44101 || Anim = 44106)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上蔦終了　0へ]
type = ChangeState
trigger1 = (Anim = 44100 || Anim = 44105) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;蔦(斜め)
;---------------------------------------------------------------------------
[Statedef 44102]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,44103,44102)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(10) < 0
triggerall = statetype = A
trigger1 = time >= 1
trigger1 = time%60 = 0
x = 0.9
y = 0.9

[State voice]
type = PlaySnd
Trigger1 = AnimElemTime(4) = 0
value = s115,0+random%3
channel = 0
Persistent = 0

[State 樹　手元マークA]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 44150
ID 				= 44151
name 			= "te mark A"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0
[State 樹　手元マークBC]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 44150
ID 				= 44152
name 			= "te mark BC"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 足元エフェクト]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
trigger1 = statetype = A
StateNo 		= 20900
ID 				= 44101
name 			= "ring"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0

[State 蔦飛び道具]
Type = Helper
Trigger1 = AnimElemTime(5) = 0
StateNo 		= 44110
ID 				= 44110
name 			= "Tuta"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中蔦　状態]
type = StateTypeSet
trigger1 = (Anim = 44103 || Anim = 44108) && AnimElemTime(13) = 0
Physics = A

[State 空中蔦　コントロール]
type = CtrlSet
trigger1 = (Anim = 44103 || Anim = 44108) && AnimElemTime(14) = 0
value = 1

[State 空中蔦　ポスY限界]
type = PosSet
trigger1 = (Anim = 44103 || Anim = 44108) && AnimElemTime(13) <= 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中蔦　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 44103 || Anim = 44108)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上蔦終了　0へ]
type = ChangeState
trigger1 = (Anim = 44102 || Anim = 44107) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper 蔦(飛び道具)
;---------------------------------------------------------------------------
;var(11)アニメ判別
;var(30)ヒットスパークID
;var(37)アルカナ技　グレイズ有効時間
;fvar(21)初撃air.velocity X
;fvar(22)初撃air.velocity Y
;fvar(23)初撃airguard.velocity X
;fvar(24)初撃airguard.velocity Y
;fvar(25)引き寄せground.velocity Y,air.velocity Y

[Statedef 44110]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 打・飛びあたる]
type = HitBy
trigger1 = MoveContact = 0
trigger1 = AnimElemTime(12) < 0
time = 1
value = SCA,AA,AP

[State 無敵]
type = NotHitBy
trigger1 = AnimElemTime(12) >= 0
trigger2 = MoveContact
time = 1
value = SCA

;[State アタックディスト]
;type = AttackDist
;trigger1 = 1
;value = 0
;IgnoreHitPause = 1

[State アニメ判別]
type = null
triggerall = time = 0
trigger1 = root,anim = 44100 || root,anim = 44105;G正面
trigger1 = var(11)  := 44110
trigger1 = fvar(21) := -2.2
trigger1 = fvar(22) := -7.2
trigger1 = fvar(23) := -1.1
trigger1 = fvar(24) := -2.6
trigger1 = fvar(25) := -6.8;-7.2

trigger2 = root,anim = 44101 || root,anim = 44106;A正面
trigger2 = var(11)  := 44110
trigger2 = fvar(21) := -2.2
trigger2 = fvar(22) := -7.2
trigger2 = fvar(23) := -1.1
trigger2 = fvar(24) := -2.6
trigger2 = fvar(25) := -7.2

trigger3 = root,anim = 44102 || root,anim = 44107;G斜め
trigger3 = var(11)  := 44112
trigger3 = fvar(21) := -2.6
trigger3 = fvar(22) := -8.4
trigger3 = fvar(23) := -1.3
trigger3 = fvar(24) := -3.2
trigger3 = fvar(25) := 6.4

trigger4 = root,anim = 44103 || root,anim = 44108;A斜め
trigger4 = var(11) := 44114
trigger4 = fvar(21) := -2.2
trigger4 = fvar(22) := -8.2
trigger4 = fvar(23) := -1.1
trigger4 = fvar(24) := -3.2
trigger4 = fvar(25) := -7.5;-9.5
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
Type = ChangeAnim
trigger1 = 1
value = var(11)
IgnoreHitPause = 1
Persistent = 0

[State ヒットアニメ]
type = ChangeAnim
trigger1 = MoveHit
trigger1 = NumTarget(44110)
trigger1 = AnimElem = 9
value = anim+1;var(11)+1
IgnoreHitPause = 1
persistent = 0

[State アニメ中断　本体ダメージ]
type = ChangeAnim
trigger1 = root,MoveType = H
trigger1 = Anim = var(11)
trigger1 = AnimElemTime(15) < 0
value = var(11)
elem = 15
IgnoreHitPause = 1
persistent = 0

[State ヒットアニメ終了　空アニメ]
type = ChangeAnim
trigger1 = anim = var(11)+1
trigger1 = AnimTime = 0
value = 12000
IgnoreHitPause = 1
persistent = 0

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerall = NumEnemy > 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(8) <  0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(8) <  0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State エフェクトポスX用]
type = VarSet
trigger1 = 1
var(15) = floor(P2Dist X-EnemyNear,Const(Size.Ground.Front))
[State エフェクトポスX限度用]
type = VarSet
trigger1 = var(15) < 0
var(15) = 0

[State グレイズエフェクト1];GA正面
type = Explod
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(8) <  0
triggerall = var(11) = 44110
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 140+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-4, 4-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = AnimElemTime(7) >= 0
trigger2 = AnimElemTime(8) <  0
trigger2 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 200+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-4, 4-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Pos 			= var(15), 0
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2];GA正面
type = Explod
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(8) <  0
triggerall = var(11) = 44110
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 140+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-4, 4-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = AnimElemTime(7) >= 0
trigger2 = AnimElemTime(8) <  0
trigger2 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 200+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-4, 4-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= var(15), 0
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985


[State グレイズエフェクト1];G斜めelem6
type = Explod
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44112
triggerall = NumExplod(20981) = 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [-40, -20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [-60, -40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [-80, -60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [-95, -80-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Pos 			= var(15),floor(p2dist y)-65
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2];G斜めelem6
type = Explod
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44112
triggerall = NumExplod(20985) = 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [-40, -20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [-60, -40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [-80, -60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [-95, -80-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= var(15),floor(p2dist y)-65
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985
[State グレイズエフェクト1];G斜めelem7
type = Explod
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44112
triggerall = NumExplod(20981) = 0
triggerall = AnimElemTime(7) >= 0
triggerall = AnimElemTime(8) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [-40, -20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [-60, -40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [-80, -60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [-95, -80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger7 = P2Dist X = [95-(EnemyNear,Const(Size.Ground.Front)), 105+(EnemyNear,Const(Size.Ground.Back))]
trigger7 = P2Dist Y = [-110, -95-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger8 = P2Dist X = [105-(EnemyNear,Const(Size.Ground.Front)), 115+(EnemyNear,Const(Size.Ground.Back))]
trigger8 = P2Dist Y = [-120, -110-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger9 = P2Dist X = [115-(EnemyNear,Const(Size.Ground.Front)), 125+(EnemyNear,Const(Size.Ground.Back))]
trigger9 = P2Dist Y = [-130, -120-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Pos 			= var(15),floor(p2dist y)-65
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2];G斜めelem7
type = Explod
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44112
triggerall = NumExplod(20985) = 0
triggerall = AnimElemTime(7) >= 0
triggerall = AnimElemTime(8) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [-40, -20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [-60, -40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [-80, -60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [-95, -80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger7 = P2Dist X = [95-(EnemyNear,Const(Size.Ground.Front)), 105+(EnemyNear,Const(Size.Ground.Back))]
trigger7 = P2Dist Y = [-110, -95-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger8 = P2Dist X = [105-(EnemyNear,Const(Size.Ground.Front)), 115+(EnemyNear,Const(Size.Ground.Back))]
trigger8 = P2Dist Y = [-120, -110-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger9 = P2Dist X = [115-(EnemyNear,Const(Size.Ground.Front)), 125+(EnemyNear,Const(Size.Ground.Back))]
trigger9 = P2Dist Y = [-130, -120-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= var(15),floor(p2dist y)-65
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985




[State グレイズエフェクト1];A斜めelem6
type = Explod
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44114
triggerall = NumExplod(20981) = 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [20, 40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [40, 60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [60, 80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [80, 95-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Pos 			= var(15),floor(p2dist y)-80
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2];A斜めelem6
type = Explod
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44114
triggerall = NumExplod(20985) = 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [20, 40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [40, 60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [60, 80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [80, 95-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= var(15),floor(p2dist y)-80
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985
[State グレイズエフェクト1];A斜めelem7
type = Explod
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44114
triggerall = NumExplod(20981) = 0
triggerall = AnimElemTime(7) >= 0
triggerall = AnimElemTime(8) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [20, 40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [40, 60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [60, 80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [80, 95-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger7 = P2Dist X = [95-(EnemyNear,Const(Size.Ground.Front)), 105+(EnemyNear,Const(Size.Ground.Back))]
trigger7 = P2Dist Y = [95, 110-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger8 = P2Dist X = [105-(EnemyNear,Const(Size.Ground.Front)), 115+(EnemyNear,Const(Size.Ground.Back))]
trigger8 = P2Dist Y = [110, 120-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger9 = P2Dist X = [115-(EnemyNear,Const(Size.Ground.Front)), 125+(EnemyNear,Const(Size.Ground.Back))]
trigger9 = P2Dist Y = [120, 130-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Pos 			= var(15),floor(p2dist y)-80
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2];A斜めelem7
type = Explod
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44114
triggerall = NumExplod(20985) = 0
triggerall = AnimElemTime(7) >= 0
triggerall = AnimElemTime(8) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [20, 40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [40, 60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [60, 80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [80, 95-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger7 = P2Dist X = [95-(EnemyNear,Const(Size.Ground.Front)), 105+(EnemyNear,Const(Size.Ground.Back))]
trigger7 = P2Dist Y = [95, 110-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger8 = P2Dist X = [105-(EnemyNear,Const(Size.Ground.Front)), 115+(EnemyNear,Const(Size.Ground.Back))]
trigger8 = P2Dist Y = [110, 120-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger9 = P2Dist X = [115-(EnemyNear,Const(Size.Ground.Front)), 125+(EnemyNear,Const(Size.Ground.Back))]
trigger9 = P2Dist Y = [120, 130-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= var(15),floor(p2dist y)-80
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ];GA正面
type = PlaySnd
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(8) <  0
triggerall = var(11) = 44110
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 140+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-4, 4-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = AnimElemTime(7) >= 0
trigger2 = AnimElemTime(8) <  0
trigger2 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 200+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-4, 4-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
lowpriority = 11
IgnoreHitPause = 1
Persistent = 10

[State seグレイズ];G斜めelem6
type = PlaySnd
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44112
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [-40, -20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [-60, -40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [-80, -60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [-95, -80-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
lowpriority = 11
IgnoreHitPause = 1
Persistent = 10
[State seグレイズ];G斜めelem7
type = PlaySnd
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44112
triggerall = AnimElemTime(7) >= 0
triggerall = AnimElemTime(8) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [-40, -20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [-60, -40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [-80, -60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [-95, -80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger7 = P2Dist X = [95-(EnemyNear,Const(Size.Ground.Front)), 105+(EnemyNear,Const(Size.Ground.Back))]
trigger7 = P2Dist Y = [-110, -95-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger8 = P2Dist X = [105-(EnemyNear,Const(Size.Ground.Front)), 115+(EnemyNear,Const(Size.Ground.Back))]
trigger8 = P2Dist Y = [-120, -110-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger9 = P2Dist X = [115-(EnemyNear,Const(Size.Ground.Front)), 125+(EnemyNear,Const(Size.Ground.Back))]
trigger9 = P2Dist Y = [-130, -120-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
lowpriority = 11
IgnoreHitPause = 1
Persistent = 10

[State seグレイズ];A斜めelem6
type = PlaySnd
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44114
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [20, 40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [40, 60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [60, 80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [80, 95-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
lowpriority = 11
IgnoreHitPause = 1
Persistent = 10
[State seグレイズ];A斜めelem7
type = PlaySnd
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = var(11) = 44114
triggerall = AnimElemTime(7) >= 0
triggerall = AnimElemTime(8) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [20, 40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [40, 60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [60, 80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [80, 95-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger7 = P2Dist X = [95-(EnemyNear,Const(Size.Ground.Front)), 105+(EnemyNear,Const(Size.Ground.Back))]
trigger7 = P2Dist Y = [95, 110-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger8 = P2Dist X = [105-(EnemyNear,Const(Size.Ground.Front)), 115+(EnemyNear,Const(Size.Ground.Back))]
trigger8 = P2Dist Y = [110, 120-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger9 = P2Dist X = [115-(EnemyNear,Const(Size.Ground.Front)), 125+(EnemyNear,Const(Size.Ground.Back))]
trigger9 = P2Dist Y = [120, 130-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
lowpriority = 11
IgnoreHitPause = 1
Persistent = 10



[State グレイズ有効時間　グレイズ行動中];GA正面
type = VarSet
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = (EnemyNear,StateNo) = [100,119]
triggerall = var(11) = 44110
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 140+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-4, 4-(EnemyNear,Const(Size.Head.Pos.Y))]

trigger2 = AnimElemTime(7) >= 0
trigger2 = AnimElemTime(8) <  0
trigger2 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 200+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-4, 4-(EnemyNear,Const(Size.Head.Pos.Y))]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　グレイズ行動中];G斜めelem6
type = VarSet
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = (EnemyNear,StateNo) = [100,119]
triggerall = var(11) = 44112
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [-40, -20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [-60, -40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [-80, -60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [-95, -80-(EnemyNear,Const(Size.Head.Pos.Y))]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1
[State グレイズ有効時間　グレイズ行動中];G斜めelem7
type = VarSet
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = (EnemyNear,StateNo) = [100,119]
triggerall = var(11) = 44112
triggerall = AnimElemTime(7) >= 0
triggerall = AnimElemTime(8) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [-40, -20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [-60, -40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [-80, -60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [-95, -80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger7 = P2Dist X = [95-(EnemyNear,Const(Size.Ground.Front)), 105+(EnemyNear,Const(Size.Ground.Back))]
trigger7 = P2Dist Y = [-110, -95-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger8 = P2Dist X = [105-(EnemyNear,Const(Size.Ground.Front)), 115+(EnemyNear,Const(Size.Ground.Back))]
trigger8 = P2Dist Y = [-120, -110-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger9 = P2Dist X = [115-(EnemyNear,Const(Size.Ground.Front)), 125+(EnemyNear,Const(Size.Ground.Back))]
trigger9 = P2Dist Y = [-130, -120-(EnemyNear,Const(Size.Head.Pos.Y))]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　グレイズ行動中];A斜めelem6
type = VarSet
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = (EnemyNear,StateNo) = [100,119]
triggerall = var(11) = 44114
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [20, 40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [40, 60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [60, 80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [80, 95-(EnemyNear,Const(Size.Head.Pos.Y))]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1
[State グレイズ有効時間　グレイズ行動中];A斜めelem7
type = VarSet
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = (EnemyNear,StateNo) = [100,119]
triggerall = var(11) = 44114
triggerall = AnimElemTime(7) >= 0
triggerall = AnimElemTime(8) <  0
trigger1 = P2Dist X = [-20-(EnemyNear,Const(Size.Ground.Front)), 0+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-20, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger2 = P2Dist X = [0-(EnemyNear,Const(Size.Ground.Front)), 20+(EnemyNear,Const(Size.Ground.Back))]
trigger2 = P2Dist Y = [0, 20-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger3 = P2Dist X = [20-(EnemyNear,Const(Size.Ground.Front)), 40+(EnemyNear,Const(Size.Ground.Back))]
trigger3 = P2Dist Y = [20, 40-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger4 = P2Dist X = [40-(EnemyNear,Const(Size.Ground.Front)), 60+(EnemyNear,Const(Size.Ground.Back))]
trigger4 = P2Dist Y = [40, 60-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger5 = P2Dist X = [60-(EnemyNear,Const(Size.Ground.Front)), 80+(EnemyNear,Const(Size.Ground.Back))]
trigger5 = P2Dist Y = [60, 80-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger6 = P2Dist X = [80-(EnemyNear,Const(Size.Ground.Front)), 95+(EnemyNear,Const(Size.Ground.Back))]
trigger6 = P2Dist Y = [80, 95-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger7 = P2Dist X = [95-(EnemyNear,Const(Size.Ground.Front)), 105+(EnemyNear,Const(Size.Ground.Back))]
trigger7 = P2Dist Y = [95, 110-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger8 = P2Dist X = [105-(EnemyNear,Const(Size.Ground.Front)), 115+(EnemyNear,Const(Size.Ground.Back))]
trigger8 = P2Dist Y = [110, 120-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger9 = P2Dist X = [115-(EnemyNear,Const(Size.Ground.Front)), 125+(EnemyNear,Const(Size.Ground.Back))]
trigger9 = P2Dist Y = [120, 130-(EnemyNear,Const(Size.Head.Pos.Y))]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 6
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 7
var(37) = 0
IgnoreHitPause = 1
Persistent = 1

;グレイズ-------------------------

[State ポス]
type = PosSet
triggerall = root,AnimElemTime(12) < 0
trigger1 = root,StateNo = 44100
trigger2 = root,StateNo = 44102
x = root,Pos X +45*root,facing
y = root,Pos Y -87-(15*root,statetype=A)
IgnoreHitPause = 1
Persistent = 1

[State seうにょーん]
type = PlaySnd
trigger1 = time = 0
value = s53,0
channel = 1

[State 攻撃　蔦1]
type = HitDef
triggerall = !MoveContact && !MoveReversed
triggerall = anim = var(11)
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
attr 				= A, SP
damage 				= Ceil(root,FVar(10)*30),Ceil(root,FVar(10)*3)
animtype 			= Hard
getpower 			= ceil(17*root,fvar(21)),ceil(17*root,fvar(21))
givepower 			= 15,15
guardflag 			= MA
hitflag 			= MAF
priority 			= 1,Hit
hitsound 			= s5,2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High
air.type 			= Low

pausetime 			= 0,10
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 0,10
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -5
air.velocity 		= fvar(21),fvar(22)
airguard.velocity 	= fvar(23),fvar(24)

yaccel 				= 0.48
;fall 				= 1
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime 	= Ceil(root,fvar(20)*45+8)

guard.kill 			= 0
guard.dist 			= 250
ID 					= 44110

[State 攻撃　蔦2];引き寄せ
type = HitDef
trigger1 = anim = var(11)+1
trigger1 = AnimElem = 1
attr 				= A, SP
damage 				= Ceil(root,FVar(10)*38),Ceil(root,FVar(10)*4)
animtype 			= Up;Hard;DiagUp;
getpower 			= ceil(17*root,fvar(21)),ceil(17*root,fvar(21))
givepower 			= 15,15
guardflag 			= MA
hitflag 			= MAF
priority 			= 1,Hit
hitsound 			= s5,1
;guardsound 			= s6,0
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High
air.type 			= Low

pausetime 			= 0,15
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 0,15
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= 5,fvar(25)
air.velocity 		= 5,fvar(25)
airguard.velocity 	= -2.0,-3.6

yaccel 				= 0.44
fall 				= 1
fall.recover 		= 1
fall.recovertime 	= Ceil(root,fvar(20)*30+10)

guard.kill 			= 0
guard.dist 			= 250
ID 					= 44110

;ヒットスパーク--------------------
[State ID]
type = null
triggerall = time = 0
Trigger1 = (root,Anim = 44100 || root,Anim = 441005) && var(30) := 44100
trigger2 = (root,Anim = 44101 || root,Anim = 441006) && var(30) := 44101
trigger3 = (root,Anim = 44102 || root,Anim = 441007) && var(30) := 44102
trigger4 = (root,Anim = 44103 || root,Anim = 441080) && var(30) := 44103
IgnoreHitPause = 1

[State 必殺　打スパーク]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget
trigger1 = target,time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(root,var(51)=1,20300,ifelse(root,var(51)=2,20400,20400))
ID 				= var(30)
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x),floor(p2dist y)-65
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x),floor(p2dist y) -80
facing 			= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
trigger1 = HitCount = 1
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
trigger1 = HitCount = 2
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = HitCount = 1
fv = 11
value = root,fvar(11)*0.94
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = HitCount = 2
fv = 11
value = root,fvar(11)*0.94
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = HitCount = 1
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = HitCount = 2
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 1
IgnoreHitPause = 1
Persistent = 0
;補正等々--------

[State 打・飛び相殺]
type = HitOverride
trigger1 = AnimElemTime(12) < 0
attr = SCA,AA,AP
stateno = 44116
slot = 1
time = 1
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = time = 120;保険

trigger2 = Anim = var(11) && Animtime = 0

;trigger3 = MoveHit
trigger3 = Anim = 12000
trigger3 = NumTarget(44110) = 0

;---------------------------------------------------------------------------
;helper 蔦(打・飛び相殺)
;---------------------------------------------------------------------------

[Statedef 44116]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
SprPriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = var(11)
elem = 12

[State デス]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;helper 蔦　樹　手元マーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(3)	イクスプロッドトランス用
;var(4)	フェードアウトスイッチ

[Statedef 44150]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
sprpriority = 3

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State アニメ];マークA
type = ChangeAnim
trigger1 = IsHelper(44151)
value = 44721
IgnoreHitPause = 1
Persistent = 0
[State アニメ];マークBC
type = ChangeAnim
trigger1 = IsHelper(44152)
value = 44731
IgnoreHitPause = 1
Persistent = 0

[State ポス]
Type = PosSet
triggerall = root,AnimElemTime(12) < 0
trigger1 = root,StateNo = 44100
trigger2 = root,StateNo = 44102
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)

[State 角度]
type = null
triggerall = time = 0
trigger1 = root,anim = 44102 || root,anim = 44107;G斜め
trigger1 = var(2) := 45
trigger2 = root,anim = 44103 || root,anim = 44108;A斜め
trigger2 = var(2) := -45
IgnoreHitPause = 1
Persistent = 0
[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = 0.25,0.6

;トランス----------------------------
[State フェードアウトスイッチ]
type = VarAdd
trigger1 = root,MoveType = H
trigger2 = time >= 38

trigger3 = NumHelper(44110)
trigger3 = Helper(44110),StateNo = 44116
trigger3 = Helper(44110),AnimElemTime(15) > 0

var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State Sフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(0) < 256
var(0) = 32

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256


;イクスプロッド-------------------

[State マークオーラ]
type = Explod
trigger1 = time = 0
trigger1 = IsHelper(44151)
Anim 			= ifelse((root,anim = 44102 || root,anim = 44107),44716,ifelse((root,anim = 44103 || root,anim = 44108),44717,44715))
PosType 		= P1
BindTime 		= -1
Scale 			= 0.5,0.5
SprPriority 	= 4
IgnoreHitPause = 1
Persistent = 0
ID = 44150

[State Sフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(3) < 256
var(3) = 40

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(3) = -40

[State オーラ]
type = ModifyExplod
trigger1 = NumExplod(44150)
ID = 44150
trans 			= addalpha
alpha 			= var(3),256

[State エフェクト消去]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(3) = 0
ID = 44150
;イクスプロッド-------------------

[State デス]
type = DestroySelf
trigger1 = var(4) = 1
trigger1 = var(0) <= 0
trigger1 = NumExplod(44150) = 0

;---------------------------------------------------------------------------
;種蒔き
;---------------------------------------------------------------------------
[Statedef 44200]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,44201,44200)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State ボタン長押し　飛距離増]
type = ChangeAnim
Triggerall = AnimElemTime(2) >= 0
Triggerall = AnimElemTime(2) <= 1
Triggerall = time < 50
Trigger1 = command = "holdz"
value = anim
elem = 2
Persistent = 1

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(8) < 0
triggerall = statetype = A
trigger1 = time >= 1
trigger1 = time%5 = 0
x = 0.9
y = 0.9

[State voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s115,0+random%3
channel = 0
Persistent = 0

[State 足元エフェクト]
Type = Helper
Trigger1 = time = 0
trigger1 = StateType = A
StateNo 		= 20900
ID 				= 44201
name 			= "ring"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0

[State 種]
Type = Helper
Trigger1 = AnimElem = 2
StateNo 		= 44210
ID 				= 44210
name 			= "Tanemaki"
PosType 		= P1
;Ownpal 		= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中種蒔き　状態]
type = StateTypeSet
trigger1 = (Anim = 44201 || Anim = 44206) && AnimElemTime(8) = 0
Physics = A

[State 空中種蒔き　コントロール]
type = CtrlSet
trigger1 = (Anim = 44201 || Anim = 44206) && AnimElemTime(9) = 0
value = 1

[State 空中種蒔き　ポスY限界]
type = PosSet
triggerall = Pos Y >= -10
trigger1 = (Anim = 44201 || Anim = 44206) && AnimElemTime(8) <= 0
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中種蒔き　着地へ];意味はあんまり無い
type = ChangeState
triggerall = (vel Y > 0) && (Pos Y >= 0)
trigger1 = (Anim = 44201 || Anim = 44206)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上種蒔き終了　0へ]
type = ChangeState
trigger1 = (Anim = 44200 || Anim = 44205) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper 種蒔き(種準備)
;---------------------------------------------------------------------------
;var(10)技判別
;var(44)樹　種蒔きボタンホールド判別
;fvar(5)X速度

[Statedef 44210]
type 		= A
movetype 	= A
physics 	= N
;anim 		= 9999
anim 		= 12000
SprPriority = 2
ctrl 		= 0

[State 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

[State 無敵]
Type = Nothitby
Trigger1 = 1
value = SCA
time = 1

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State ポス]
type = PosSet
trigger1 = 1
x = root,Pos X +50*root,facing
y = root,Pos Y -85-(15*root,statetype=A)
IgnoreHitPause = 1
Persistent = 1

[State 親状態判別]
type = null
triggerall = time = 0
trigger1 = root,StateType != A
trigger1 = var(10) := 1
trigger2 = root,StateType = A
trigger2 = var(10) := 2
IgnoreHitPause = 1

;速度-------------------------------
[State ボタンホールド解除判別]
type = VarSet
trigger1 = root,command != "holdz"
var(44) = 1
IgnoreHitPause = 1
Persistent = 0

;親地上====================
[State 初速X　初期値]
type = VarSet
trigger1 = var(10) = 1
trigger1 = time = 0
fvar(5) = 6
[State 初速X　ボタンホールド増加]
type = VarAdd
triggerall = var(10) = 1
triggerall = time >= 1
triggerall = fvar(5) < 12
trigger1 = var(44) = 0
fvar(5) = 0.1364

;親空中====================
[State 初速X　初期値]
type = VarSet
trigger1 = var(10) = 2
trigger1 = time = 0
fvar(5) = 2.5
[State 初速X　ボタンホールド増加]
type = VarAdd
triggerall = var(10) = 2
triggerall = time >= 1
triggerall = fvar(5) < 12
trigger1 = var(44) = 0
fvar(5) = 0.2159

;========================
[State 初速X　最大値制限]
type = VarSet
trigger1 = fvar(5) > 12
fvar(5) = 12
;速度-------------------------------

[State 樹　手元マークA]
Type = Helper
trigger1 = root,MoveType != H
trigger1 = root,AnimElemTime(4) = 1
StateNo 		= 44250
ID 				= 44251
name 			= "te mark A"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0
[State 樹　手元マークBC]
Type = Helper
trigger1 = root,MoveType != H
trigger1 = root,AnimElemTime(4) = 1
StateNo 		= 44250
ID 				= 44252
name 			= "te mark BC"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0

[State 発射]
type = ChangeState
trigger1 = root,AnimElemTime(5) = 1
value = 44211

[State デス]
type = DestroySelf
trigger1 = root,MoveType = H
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;helper 種蒔き(種落下)
;---------------------------------------------------------------------------
[Statedef 44211]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
SprPriority = 2

[State 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

[State 無敵　投げ]
Type = Nothitby
Trigger1 = 1
value = ,AT
time = 1
IgnoreHitPause = 1
Persistent = 1

[State seうにょーん]
type = PlaySnd
triggerall = time = 0
trigger1 = IsHelper(44210)
trigger2 = IsHelper(44611)
value = s53,0
channel = 1

[State アニメ]
type = ChangeAnim
Trigger1 = var(10) = 1
value = 44211
IgnoreHitPause = 1
Persistent = 0
[State アニメ]
type = ChangeAnim
Trigger1 = var(10) = 2
value = 44212
IgnoreHitPause = 1
Persistent = 0

;速度----------------------------
;親地上==================
[State 初速]
type = VelSet
Triggerall = time = 0
Trigger1 = var(10) = 1
x = fvar(5)
y = -4.5

[State X]
type = VelAdd
Triggerall = Vel X > 0
Trigger1 = var(10) = 1
x = -0.45
[State X]
type = VelSet
Triggerall = Vel X <= 0
Trigger1 = var(10) = 1
x = 0

[State Y]
type = VelAdd
Trigger1 = var(10) = 1
Trigger1 = vel Y < 0.5
y = 0.25

;親空中==================
[State 初速]
type = VelSet
Triggerall = time = 0
Trigger1 = var(10) = 2
x = fvar(5)

[State X]
type = VelAdd
Triggerall = Vel X > 1
Trigger1 = var(10) = 2
x = -0.45
[State X]
type = VelSet
Triggerall = Vel X <= 1
Trigger1 = var(10) = 2
x = 1

[State Y]
type = VelAdd
Trigger1 = var(10) = 2
y = 0.25
;速度----------------------------


[State 消滅]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AP
stateno = 44214

[State 地面]
type = ChangeState
trigger1 = (Pos y >= 0) && (Vel Y > 0)
value = 44213

;---------------------------------------------------------------------------
;helper 種蒔き(種地面)
;---------------------------------------------------------------------------
;var(0)	トランス用S

[Statedef 44213]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
Anim 		= 44213
SprPriority = 2
VelSet 		= 0,0

[State 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State 無敵　投げ]
Type = Nothitby
Trigger1 = 1
value = ,AT
time = 1
IgnoreHitPause = 1

[State ポス]
type = PosSet
Trigger1 = time = 0
y = 0

[State 消滅]
type = HitOverRide
trigger1 = 1
attr = SCA,AA,AP
stateno = 44214

[State 攻撃発生]
type = ChangeState
trigger1 = time < 275
trigger1 = P2StateType = S || P2StateType = C || P2StateType = L
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-10, 25-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 44215
IgnoreHitPause = 1
Persistent = 0

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 275
var(0) = -10

[State トランス]
type = Trans
trigger1 = time >= 275
trans = addalpha
alpha = var(0),256

[State デス]
type = DestroySelf
trigger1 = var(0) < 0

;---------------------------------------------------------------------------
;helper 種蒔き(種消滅)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(1)	トランス用D

[Statedef 44214]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 44212
SprPriority = 2
VelSet 		= -3,-3

[State 無敵]
Type = Nothitby
Trigger1 = 1
value = SCA
time = 1
IgnoreHitPause = 1
Persistent = 1

[State 重力]
type = Gravity
trigger1 = anim = 44212

[State ポスY]
type = PosSet
trigger1 = (Pos y >= 0) && (Vel Y > 0)
y = 0
[State アニメ]
type = ChangeAnim
trigger1 = (Pos y >= 0) && (Vel Y > 0)
value = 44213
Persistent = 0
[State ターン]
type = Turn
trigger1 = anim = 44213
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = anim = 44213
statetype = S
physics = S

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 44213 && AnimElemTime(3) >= 3
var(0) = -16
[State Dフェードアウト]
type = VarAdd
trigger1 = anim = 44213 && AnimElemTime(3) >= 3
var(1) = 16

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),var(1)

[State デス]
type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 種蒔き(攻撃発生)
;---------------------------------------------------------------------------
;var(30)ターゲットID
;var(31)ヒットスパークID
;var(37)アルカナ技　グレイズ有効時間
;fvar(21)ground.velocity X
;fvar(22)ground.velocity Y
;fvar(23)guard.velocity
;fvar(24)airguard.velocity X
;fvar(25)airguard.velocity Y

[Statedef 44215]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 44215
SprPriority = 2

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

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerall = NumEnemy > 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-25, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Pos 			= 0, -30
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-25, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= 0, -30
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-25, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(6) >= 0
triggerall = AnimElemTime(7) <  0
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = (EnemyNear,StateNo) = [100,119]
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-25, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State ID用]
type = null
triggerall = time = 0
trigger1 = IsHelper(44210)
trigger1 = var(30) := 44210

[State 攻撃　種蒔き]
type = HitDef
Trigger1 = IsHelper(44210)
trigger1 = AnimElem = 6
attr 				= C, SP
damage 				= Ceil(root,FVar(10)*76),Ceil(root,FVar(10)*8)
animtype 			= Hard
getpower 			= ceil(35*root,fvar(21)),ceil(35*root,fvar(21))
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAFD
priority 			= 4,Hit
hitsound 			= s5,10;2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= Low

pausetime 			= 0,10;10,15
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 0,10
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= 0,-6.5
guard.velocity 		= -3
air.velocity 		= 0,-6.5
airguard.velocity 	= -1.5,-3.2

yaccel 				= 0.44
fall 				= 1
fall.recovertime 	= Ceil(root,fvar(20)*56+10)

guard.kill 			= 0
ID 					= 44210

[State ID・速度関係]
type = null
triggerall = time = 0
trigger1 = IsHelper(44611)
trigger1 = 1 || var(30) := 44611
trigger1 = 1 || fvar(21) := -3
trigger1 = 1 || fvar(22) := -3.5
trigger1 = 1 || fvar(23) := -3
trigger1 = 1 || fvar(24) := -1.5
trigger1 = 1 || fvar(25) := -3.2

trigger2 = IsHelper(44612)
trigger2 = 1 || var(30) := 44612
trigger2 = 1 || fvar(21) := 0
trigger2 = 1 || fvar(22) := -3.5
trigger2 = 1 || fvar(23) := -3
trigger2 = 1 || fvar(24) := -1.5
trigger2 = 1 || fvar(25) := -3.2

trigger3 = IsHelper(44613)
trigger3 = 1 || var(30) := 44613
trigger3 = 1 || fvar(21) := 3
trigger3 = 1 || fvar(22) := -3.5
trigger3 = 1 || fvar(23) := 3
trigger3 = 1 || fvar(24) := 1.5
trigger3 = 1 || fvar(25) := -3.2

[State 攻撃　ハナマンカイ]
type = HitDef
triggerall = AnimElem = 6
trigger1 = IsHelper(44611)
trigger2 = IsHelper(44612)
trigger3 = IsHelper(44613)
attr 				= A, HP
damage 				= Ceil(root,FVar(10)*76),Ceil(root,FVar(10)*8)
animtype 			= Hard
getpower 			= ceil(35*root,fvar(21)),ceil(35*root,fvar(21))
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAFD
priority 			= 4,Hit
hitsound 			= s5,10;2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= Low

pausetime 			= 0,10;10,15
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 0,10
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= fvar(21),fvar(22)
guard.velocity 		= fvar(23)
air.velocity 		= fvar(21),fvar(22)
airguard.velocity 	= fvar(24),fvar(25)

yaccel 				= 0.44
fall 				= 1
fall.recovertime 	= Ceil(root,fvar(20)*56+15)

guard.kill 			= 0
ID 					= var(30)

;補正等々--------

;ヒットスパーク--------------------
[State ID]
type = null
Trigger1 = IsHelper(44210) && var(31) := 44200
trigger2 = IsHelper(44611) && var(31) := 44601
trigger3 = IsHelper(44612) && var(31) := 44602
trigger4 = IsHelper(44613) && var(31) := 44603
IgnoreHitPause = 1

[State 必殺　斬スパーク]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget
trigger1 = target,time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(root,var(51)=1,20300,ifelse(root,var(51)=2,20500,20700))
ID 				= var(31)
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x),floor(p2dist y) -20
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x),floor(p2dist y) -30
facing 			= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.87
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Triggerall = RoundState = 2
Triggerall = MoveHit = 1
Trigger1 = IsHelper(44210)
var(34) = 1
IgnoreHitPause = 1
Persistent = 1
[State 超必殺技KO勝利演出]
type = ParentVarSet
Triggerall = RoundState = 2
Triggerall = MoveHit = 1
trigger1 = IsHelper(44611)
trigger2 = IsHelper(44612)
trigger3 = IsHelper(44613)
var(34) = 3
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

[State アニメ終わり待機用];ターゲット切れ防止
type = ChangeAnim
trigger1 = Anim = 44215
trigger1 = AnimTime = 0
value = 12000
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = Anim = 12000
MoveType = I
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = Anim = 12000
trigger1 = NumTarget(var(30)) = 0

;---------------------------------------------------------------------------
;helper 種蒔き　樹　手元マーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(4)	フェードアウトスイッチ

[Statedef 44250]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
sprpriority = 3

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State アニメ];マークA
type = ChangeAnim
trigger1 = IsHelper(44251)
value = 44721
IgnoreHitPause = 1
Persistent = 0
[State アニメ];マークBC
type = ChangeAnim
trigger1 = IsHelper(44252)
value = 44731
IgnoreHitPause = 1
Persistent = 0

[State ポス]
Type = PosSet
trigger1 = root,StateNo = 44200
trigger1 = root,AnimElemTime(7) < 0
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)

;[State 角度]
;type = VarSet
;trigger1 = time = 0
;trigger1 = parent,var(10) = 1
;var(2) = 0
;IgnoreHitPause = 1
;Persistent = 0

[State 角度]
type = VarSet
trigger1 = time = 0
trigger1 = parent,var(10) = 2
var(2) = floor(parent,fvar(5)*5)-60
IgnoreHitPause = 1
Persistent = 0

[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)

[State サイズ]
type = AngleDraw
trigger1 = 1
;Scale = 0.25,0.55
Scale = 0.2,0.6

;トランス----------------------------
[State フェードアウトスイッチ]
type = VarAdd
trigger1 = root,MoveType = H
trigger2 = time >= 15
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State Sフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(0) < 256
var(0) = 32

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
type = DestroySelf
trigger1 = var(4) = 1
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;養分吸収
;---------------------------------------------------------------------------

[Statedef 44500]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State パワー]
type = PowerAdd
triggerall = time = 0
trigger1 = var(46) = 0
trigger2 = var(46) = 5
trigger3 = var(46) = 6
value = -1000
IgnoreHitPause = 1
Persistent = 0

;[State フォース展開時パワー]
;type = VarAdd
;trigger1 = var(46) = 1
;trigger1 = time = 0
;var(47) = -1000
;IgnoreHitPause = 1
;Persistent = 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,44501,44500)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(10) < 0
triggerall = statetype = A
trigger1 = time >= 33
trigger1 = time%10 = 0
x = 0.9
y = 0.9

[State se暗転]
type = PlaySnd
trigger1 = time = 0
value = s4,1
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 0
value = s115,3+random%3
channel = 0
Persistent = 0

[State 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 32
IgnoreHitPause = 1
Persistent = 0

[State スパーポーズ]
type = SuperPause
trigger1 = time = 0
time 		= 32
MoveTime 	= 32
anim = -1
P2DefMul = 1
darken = 0

;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 32
;MoveTime = 32

[State 空中　暗転中ポス固定]
Type = PosFreeze
Trigger1 = statetype = A
Trigger1 = time < 32
Value = 1

[State 暗転　樹マークセット]
Type = Helper
trigger1 = time = 0
StateNo 		= 44750
ID 				= 44750
name 			= "anten mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 32
;PauseMoveTime 	= 32
IgnoreHitPause = 1
Persistent = 0

[State 足元マークセット]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 44710
ID 				= 44710
name 			= "asimoto mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 5
IgnoreHitPause = 1
Persistent = 0

[State ショクシュ]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 44510
ID 				= 44510
name 			= "Youbun KyuSyu"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 5
;PauseMoveTime 	= 5
IgnoreHitPause = 1
Persistent = 0

[State ヒット演出]
type = ChangeState
trigger1 = P2MoveType = H
trigger1 = NumHelper(44510)
trigger1 = Helper(44510),MoveHit
value = 44502

[State 空中養分吸収　状態]
type = StateTypeSet
trigger1 = (Anim = 44501 || Anim = 44506) && AnimElemTime(11) = 0
Physics = A

[State 空中養分吸収　コントロール]
type = CtrlSet
trigger1 = (Anim = 44501 || Anim = 44506) && AnimElemTime(12) = 0
value = 1

[State 空中養分吸収　ポスY限界]
type = PosSet
triggerall = Pos Y >= -10
trigger1 = (Anim = 44501 || Anim = 44506) && AnimElemTime(11) <= 0
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中養分吸収　着地へ];意味はあんまり無い
type = ChangeState
triggerall = (vel Y > 0) && (Pos Y >= 0)
trigger1 = (Anim = 44501 || Anim = 44506)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上花満開終了　0へ]
type = ChangeState
trigger1 = (Anim = 44500 || Anim = 44505) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;養分吸収演出
;---------------------------------------------------------------------------
[Statedef 44502]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0
VelSet 		= 0,0

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

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State ポス]
type = PosAdd
trigger1 = time <= 10
trigger1 = FrontEdgeDist <= 200
x = -20;0

[State アニメ]
type = ChangeAnim
Trigger1 = time = 0
value = anim+2;ifelse(statetype = A,44503,44502)
IgnoreHitPause = 1
Persistent = 0

[State アニメループ]
type = ChangeAnim
triggerall = NumHelper(44510)
triggerall = Helper(44510),Anim = 44511
Trigger1 = AnimElemTime(4) = 0
value = anim
Elem = 1

[State 回復]
type = LifeAdd
triggerall = NumHelper(44510) >= 1
triggerall = Helper(44510),StateNo = 44511
triggerall = Helper(44510),Anim = 44511
trigger1 = Helper(44510),AnimElem = 7
trigger2 = Helper(44510),AnimElem = 9
trigger3 = Helper(44510),AnimElem = 11
trigger4 = Helper(44510),AnimElem = 13
trigger5 = Helper(44510),AnimElem = 15
trigger6 = Helper(44510),AnimElem = 17
trigger7 = Helper(44510),AnimElem = 19
trigger8 = Helper(44510),AnimElem = 21
trigger9 = Helper(44510),AnimElem = 23
trigger10= Helper(44510),AnimElem = 25
trigger11= Helper(44510),AnimElem = 27
trigger12= Helper(44510),AnimElem = 29
trigger13= Helper(44510),AnimElem = 31
trigger14= Helper(44510),AnimElem = 33
trigger15= Helper(44510),AnimElem = 35
trigger16= Helper(44510),AnimElem = 37
trigger17= Helper(44510),AnimElem = 39
trigger18= Helper(44510),AnimElem = 41
trigger19= Helper(44510),AnimElem = 43
trigger20= Helper(44510),AnimElem = 45
trigger21= Helper(44510),AnimElem = 47
trigger22= Helper(44510),AnimElem = 49
value = Ceil(FVar(10)*3)*(const(data.attack)/100)
[State 色]
type = PalFX
triggerall = NumHelper(44510) >= 1
triggerall = Helper(44510),StateNo = 44511
triggerall = Helper(44510),Anim = 44511
;trigger1 = Helper(44510),AnimElem = 7
;trigger2 = Helper(44510),AnimElem = 11
;trigger3 = Helper(44510),AnimElem = 15
;trigger4 = Helper(44510),AnimElem = 19
;trigger5 = Helper(44510),AnimElem = 23
;trigger6 = Helper(44510),AnimElem = 27
;trigger7 = Helper(44510),AnimElem = 31
;trigger8 = Helper(44510),AnimElem = 35
;trigger9 = Helper(44510),AnimElem = 39
;trigger10= Helper(44510),AnimElem = 43
;trigger11= Helper(44510),AnimElem = 47
trigger1 = Helper(44510),AnimElem = 9
trigger2 = Helper(44510),AnimElem = 13
trigger3 = Helper(44510),AnimElem = 17
trigger4 = Helper(44510),AnimElem = 21
trigger5 = Helper(44510),AnimElem = 25
trigger6 = Helper(44510),AnimElem = 29
trigger7 = Helper(44510),AnimElem = 33
trigger8 = Helper(44510),AnimElem = 37
trigger9 = Helper(44510),AnimElem = 41
trigger10= Helper(44510),AnimElem = 45
trigger11= Helper(44510),AnimElem = 49
time = 60
add = -32,64,32
sinadd = 32,-64,-32,180


[State 空中養分吸収　状態]
type = StateTypeSet
trigger1 = (Anim = 44503 || Anim = 44508) && AnimElemTime(5) = 0
Physics = A

[State 空中養分吸収　コントロール]
type = CtrlSet
trigger1 = (Anim = 44503 || Anim = 44508) && AnimElemTime(6) = 0
value = 1

[State 空中養分吸収　ポスY限界]
type = PosSet
triggerall = Pos Y >= -10
trigger1 = (Anim = 44503 || Anim = 44508) && AnimElemTime(5) <= 0
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中養分吸収　着地へ];意味はあんまり無い
type = ChangeState
triggerall = (vel Y > 0) && (Pos Y >= 0)
trigger1 = (Anim = 44503 || Anim = 44508)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上花満開終了　0へ]
type = ChangeState
trigger1 = (Anim = 44502 || Anim = 44507) && Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;helper 養分吸収(飛び道具)
;---------------------------------------------------------------------------
;var(0)	トランス用S	イクスプロッドトランス用
;var(2)	トランス用S	イクスプロッドトランス用
;var(4)	フェードアウトスイッチ

[Statedef 44510]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 44510
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerall = NumEnemy > 0
triggerall = AnimElemTime(9) >= 0
triggerall = AnimElemTime(10) < 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(9) >= 0
triggerall = AnimElemTime(10) < 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(9) >= 0
triggerall = AnimElemTime(10) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 225+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-10, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Pos 			= floor(P2Dist X-EnemyNear,Const(Size.Ground.Front)), 0
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(9) >= 0
triggerall = AnimElemTime(10) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 225+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-10, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= floor(P2Dist X-EnemyNear,Const(Size.Ground.Front)), 0
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(9) >= 0
triggerall = AnimElemTime(10) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 225+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-10, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(9) >= 0
triggerall = AnimElemTime(10) < 0
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = (EnemyNear,StateNo) = [100,119]
trigger1 = P2Dist X = [-15-(EnemyNear,Const(Size.Ground.Front)), 225+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-10, 10-(EnemyNear,Const(Size.Head.Pos.Y))]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 3
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 4
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State ポス]
type = PosSet
trigger1 = root,StateNo = 44500
trigger1 = root,AnimElemTime(10) < 0
trigger2 = root,StateNo = 44502
trigger2 = root,AnimElemTime(4) < 0
x = root,Pos X +45*root,facing
y = root,Pos Y -87-(15*root,statetype=A)
IgnoreHitPause = 1
Persistent = 1

[State seうにょーん]
type = PlaySnd
trigger1 = AnimElem = 2
value = s53,0
channel = 1

[State 攻撃　養分吸収]
type = HitDef
trigger1 = AnimElem = 9
attr 				= A, HP
damage 				= 0
animtype 			= Hard
getpower 			= 0,0
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= high

pausetime 			= 0,0
ground.slidetime	= 10	;(省略時0)
ground.hittime 		= 11	;(省略時0)
air.hittime 		= 13	;(省略時20)
guard.pausetime		= 0,0
guard.slidetime 	= 10						;(省略時guard.hittime)
guard.hittime 		= 11+(P2StateType = A)*2	;(省略時ground.hittime)
guard.ctrltime 		= 11+(P2StateType = A)*2	;(省略時ground.slidetime)

ground.velocity 	= -5
air.velocity 		= -2.2,-5.3
airguard.velocity 	= -1.6,-4.3

yaccel 				= 0.48
fall 				= 1
fall.recover 		= 0

guard.kill 			= 0
guard.dist 			= 250
ID 					= 44510

[State 相手ロック]
type = TargetState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = NumTarget(44510)
triggerall = !Target(44510),IsHelper
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 44520
ID = 44510
IgnoreHitPause = 1
persistent = 0

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0
;補正等々--------

;ヒットスパーク--------------------
[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x),0
facing 			= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State アニメ　空]
type = ChangeAnim
trigger1 = Anim = 44510
trigger1 = AnimTime = 0
value = 12000
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = Anim = 12000
movetype = I

;イクスプロッド-------------------
[State 手元マークA]
type = Explod
trigger1 = time = 0
Anim 			= 44721
PosType 		= P1
Pos 			= 2,0
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.1,0.35
SuperMoveTime 	= 5
;PauseMoveTime 	= 5
SprPriority 	= 3
IgnoreHitPause = 1
ID = 44551
[State 手元マークB]
type = Explod
trigger1 = time = 0
Anim 			= 44731
PosType 		= P1
Pos 			= 2,0
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.1,0.35
SuperMoveTime 	= 5
;PauseMoveTime 	= 5
SprPriority 	= 3
IgnoreHitPause = 1
ID = 44551

[State 根元オーラ]
type = Explod
trigger1 = time = 0
Anim 			= 44715
PosType 		= P1
Pos 			= 2,0
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
SuperMoveTime 	= 5
;PauseMoveTime 	= 5
SprPriority 	= 3
IgnoreHitPause = 1
ID = 44552

[State フェードアウトスイッチ]
type = VarSet
trigger1 = Anim = 12000
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State Sフェードイン];手元マーク
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(0) < 256
var(0) = 32
[State Sフェードイン];根元オーラ
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(2) < 256
var(2) = 40
[State Sフェードイン限界];根元オーラ
type = VarSet
trigger1 = var(4) = 0
trigger1 = var(2) > 256
var(2) = 256

[State Sフェードアウト];手元マーク
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32
[State Sフェードアウト];根元オーラ
type = VarAdd
trigger1 = var(4) = 1
var(2) = -40

[State 手元マーク]
type = ModifyExplod
trigger1 = NumExplod(44551)
ID = 44551
trans 			= addalpha
alpha 			= var(0),256
[State 根元オーラ]
type = ModifyExplod
trigger1 = NumExplod(44552)
ID = 44552
trans 			= addalpha
alpha 			= var(2),256

[State 消去　手元マーク]
type = RemoveExplod
trigger1 = root,MoveType = H
trigger2 = var(4) = 1
trigger2 = var(0) <= 0
ID = 44551
IgnoreHitPause = 1
[State 消去　根元オーラ]
type = RemoveExplod
trigger1 = root,MoveType = H
trigger2 = var(4) = 1
trigger2 = var(2) <= 0
ID = 44552
IgnoreHitPause = 1

;イクスプロッド-------------------

[State ヒット]
type = ChangeState
trigger1 = NumTarget(44510)
trigger1 = target,StateNo = 44520
value = 44511

[State デス]
type = DestroySelf
trigger1 = root,MoveType = H
trigger2 = Anim = 12000
trigger2 = NumExplod(44551) = 0
trigger2 = NumExplod(44552) = 0

;---------------------------------------------------------------------------
;helper 養分吸収(飛び道具ヒット)
;---------------------------------------------------------------------------
;var(0)	トランス用S　イクスプロッドトランス用
;var(2)	トランス用S　イクスプロッドトランス用
;var(4)	フェードアウトスイッチ
;var(5)	ポスX　ターゲットバインド用
;var(6)	ポスY　ターゲットバインド用
;var(10)イクスプロッドSトランス用
;var(11)イクスプロッドSトランス用
;var(12)イクスプロッドSトランス用
;var(13)イクスプロッドSトランス用
;var(14)イクスプロッドSトランス用
;var(15)イクスプロッドSトランス用
;var(16)イクスプロッドSトランス用
;var(17)イクスプロッドSトランス用
;var(18)イクスプロッドSトランス用
;var(19)イクスプロッドSトランス用
;var(20)イクスプロッドtime代用
;var(21)イクスプロッドtime代用
;var(22)イクスプロッドtime代用
;var(23)イクスプロッドtime代用
;var(24)イクスプロッドtime代用
;var(25)イクスプロッドtime代用
;var(26)イクスプロッドtime代用
;var(27)イクスプロッドtime代用
;var(28)イクスプロッドtime代用
;var(29)イクスプロッドtime代用
;var(30)イクスプロッドID 44530〜44539
;var(44)樹カナ用　養分吸収ボタン入力
;fvar(10)イクスプロッドサイズXY
;fvar(11)イクスプロッドサイズXY
;fvar(12)イクスプロッドサイズXY
;fvar(13)イクスプロッドサイズXY
;fvar(14)イクスプロッドサイズXY
;fvar(15)イクスプロッドサイズXY
;fvar(16)イクスプロッドサイズXY
;fvar(17)イクスプロッドサイズXY
;fvar(18)イクスプロッドサイズXY
;fvar(19)イクスプロッドサイズXY

[Statedef 44511]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 44511
SprPriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1

[State ポス]
type = PosSet
trigger1 = root,StateNo = 44500
trigger1 = root,AnimElemTime(10) < 0
trigger2 = root,StateNo = 44502
trigger2 = root,AnimElemTime(4) < 0
x = root,Pos X +50*root,facing
y = root,Pos Y -87-(15*root,statetype=A)
IgnoreHitPause = 1
Persistent = 1

;相手ポス-------------------------------
[State ポスX　ターゲットバインド用]
type = VarSet
trigger1 = time = 0
trigger1 = NumTarget(44510)
var(5) = 200
[State ポスX　ターゲットバインド用]
type = VarAdd
triggerall = NumTarget(44510)
trigger1 = time = 2
trigger2 = time = 5
var(5) = -20;16
[State ポスX　ターゲットバインド用]
type = VarAdd
triggerall = NumTarget(44510)
trigger1 = time = 11
trigger2 = time = 8
var(5) = -15;12
[State ポスX　ターゲットバインド用]
type = VarAdd
trigger1 = time = 14
trigger2 = time = 17
var(5) = -5;6

[State ポスY　ターゲットバインド用]
type = VarSet
trigger1 = time = 0
trigger1 = NumTarget(44510)
var(6) = -target,const(size.mid.pos.y)

[State 相手ポス]
type = TargetBind
trigger1 = NumTarget(44510)
trigger1 = target(44510),StateNo = 44520
time = 1
ID = 44510
pos = var(5),var(6)
;相手ポス-------------------------------


;ボタン入力-----------------------------
;自分=============================
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = root,var(53) = 0
trigger1 = root,command = "a"
var(44) = 1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = root,var(53) = 0
trigger1 = root,command = "b"
var(44) = 1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = root,var(53) = 0
trigger1 = root,command = "c"
var(44) = 1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = root,var(53) = 0
trigger1 = root,command = "z"
var(44) = 1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = root,var(53) = 0
trigger1 = root,command = "U"
var(44) = 1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = root,var(53) = 0
trigger1 = root,command = "F"
var(44) = 1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = root,var(53) = 0
trigger1 = root,command = "D"
var(44) = 1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = root,var(53) = 0
trigger1 = root,command = "B"
var(44) = 1

[State ボタン/レバー入力];ガチャガチャはコントローラーに良くないので便利ボタンホールド
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = root,var(53) = 0
trigger1 = root,command = "holdy"
var(44) = 1
Persistent = 3

;相手=============================
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = NumTarget(44510)
trigger1 = target,command = "a"
var(44) = -1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = NumTarget(44510)
trigger1 = target,command = "b"
var(44) = -1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = NumTarget(44510)
trigger1 = target,command = "c"
var(44) = -1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = NumTarget(44510)
trigger1 = target,command = "x"
var(44) = -1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = NumTarget(44510)
trigger1 = target,command = "y"
var(44) = -1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = NumTarget(44510)
trigger1 = target,command = "z"
var(44) = -1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = NumTarget(44510)
trigger1 = target,command = "U"
var(44) = -1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = NumTarget(44510)
trigger1 = target,command = "F"
var(44) = -1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = NumTarget(44510)
trigger1 = target,command = "D"
var(44) = -1
[State ボタン/レバー入力]
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = NumTarget(44510)
trigger1 = target,command = "B"
var(44) = -1

[State ボタン/レバー入力];ガチャガチャはコントローラーに良くないので便利ボタンホールド
type = VarAdd
Triggerall = Anim = 44511
Triggerall = AnimElemTime(49) < 0
Trigger1 = NumTarget(44510)
trigger1 = target,command = "holdy"
var(44) = -1
Persistent = 3

;ボタン入力-----------------------------

[State アニメ最後へスキップ]
type = ChangeAnim
triggerall = Anim = 44511
trigger1 = AnimElem = 11 && var(44) < -8
trigger2 = AnimElem = 13 && var(44) < -7
trigger3 = AnimElem = 15 && var(44) < -6
trigger4 = AnimElem = 17 && var(44) < -5
trigger5 = AnimElem = 19 && var(44) < -4
trigger6 = AnimElem = 21 && var(44) < -3
trigger7 = AnimElem = 23 && var(44) < -2
trigger8 = AnimElem = 25 && var(44) < -1
trigger9 = AnimElem = 27 && var(44) < 0
trigger10= AnimElem = 29 && var(44) < 2
trigger11= AnimElem = 31 && var(44) < 4
trigger12= AnimElem = 33 && var(44) < 6
trigger13= AnimElem = 35 && var(44) < 8
trigger14= AnimElem = 37 && var(44) < 10
trigger15= AnimElem = 39 && var(44) < 12
trigger16= AnimElem = 41 && var(44) < 14
trigger17= AnimElem = 43 && var(44) < 16
trigger18= AnimElem = 45 && var(44) < 18
trigger19= AnimElem = 47 && var(44) < 20
value = 44511
elem = 49
IgnoreHitPause = 1
Persistent = 0

[State アニメ戻り]
type = ChangeAnim
trigger1 = P2StateNo != 44520
trigger2 = Anim = 44511
trigger2 = AnimTime = 0
;trigger3 = Win
value = 44512
IgnoreHitPause = 1
Persistent = 0

;min3〜10〜max22回
[State 攻撃]
type = TargetLifeAdd
triggerall = NumTarget(44510)
triggerall = Anim = 44511
trigger1 = AnimElem = 7 ;18;time
trigger2 = AnimElem = 9 ;28
trigger3 = AnimElem = 11;38;;;最小
trigger4 = AnimElem = 13;48
trigger5 = AnimElem = 15;58
trigger6 = AnimElem = 17;68
trigger7 = AnimElem = 19;78
trigger8 = AnimElem = 21;88
trigger9 = AnimElem = 23;98
trigger10= AnimElem = 25;108
trigger11= AnimElem = 27;118;;;基準
trigger12= AnimElem = 29;128
trigger13= AnimElem = 31;138
trigger14= AnimElem = 33;148
trigger15= AnimElem = 35;158
trigger16= AnimElem = 37;168
trigger17= AnimElem = 39;178
trigger18= AnimElem = 41;188
trigger19= AnimElem = 43;198
trigger20= AnimElem = 45;218
trigger21= AnimElem = 47;228
trigger22= AnimElem = 49;238;;;最大
value = -Ceil(Root,FVar(10)*8)*(const(data.attack)/100)
ID = 44510
kill = 1
absolute = 0
IgnoreHitPause = 1

[State seモキュ]
type = PlaySnd
trigger1 = Anim = 44511
trigger1 = AnimElemTime(7) >= 1
trigger1 = time%20 =18
;trigger1 = time%10 =8
value = s53,1
channel = 3

[State 相手リリース用攻撃]
type = HitDef
trigger1 = Anim = 44511
trigger1 = AnimElemTime(49) = 4
attr 				= A, HP
damage 				= 0,0
animtype 			= Up;Hard;DiagUp;
getpower 			= 0,0
givepower 			= 0,0
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
;hitsound 			= s5,1
;guardsound 			= s6,0
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,0
ground.slidetime 	= 0	;(省略時0)
ground.hittime 		= 0	;(省略時0)
air.hittime 		= 0	;(省略時20)
guard.pausetime		= 0,0
guard.slidetime 	= 0	;(省略時guard.hittime)
guard.hittime 		= 0	;(省略時ground.hittime)
guard.ctrltime 		= 0	;(省略時ground.slidetime)
airguard.ctrltime	= 0	;(省略時guard.ctrltime)

ground.velocity 	= -3
air.velocity 		= -3,-5
airguard.velocity 	= -2.0,-3.6

yaccel 				= 0.48
fall 				= 1
fall.recover 		= 1
fall.recovertime 	= Ceil(root,fvar(20)*40)

numhits 			= 0

;補正等々--------
[State 基本攻撃力]
type = ParentVarSet
trigger1 = Anim = 44511
trigger1 = AnimElemTime(49) = 4
fv = 11
value = root,fvar(11)*0.87
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = Anim = 44511
trigger1 = AnimElemTime(49) = 4
fv = 20
value = Root,fvar(20)*0.80
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出]
type = ParentVarSet
Triggerall = RoundState = 2
trigger1 = Anim = 44511
trigger1 = AnimElem = 7
var(34) = 3
IgnoreHitPause = 1
Persistent = 1

;補正等々--------

[State ターゲット切れ防止空アニメ]
type = ChangeAnim
trigger1 = Anim = 44512
trigger1 = Animtime = 0
value = 12000
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = Anim = 12000
movetype = I

;本体十字エフェクト============
[State 樹カナ　回復エフェクト用ヘルパー]
Type = Helper
trigger1 = Anim = 44511
trigger1 = AnimElemTime(7) > 0
Trigger1 = NumHelper(44040) = 0
StateNo 		= 44040
ID 				= 44040
name 			= "ki"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;イクスプロッド-------------------
;蔦エフェクト==================
[State エフェクト1]
type = Explod
trigger1 = time = 0
Anim 			= 44515
PosType 		= P1
Pos 			= 129,30
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
SprPriority 	= 3
IgnoreHitPause = 1
ID = 44515
[State エフェクト2]
type = Explod
trigger1 = time = 0
Anim 			= 44516
PosType 		= P1
Pos 			= 129,30
BindTime 		= -1
RemoveTime 		= -1
Scale 			= 0.5,0.5
SprPriority 	= -1
IgnoreHitPause = 1
ID = 44516

[State 消去　エフェクト1]
type = RemoveExplod
trigger1 = Anim = 44512
ID = 44515
IgnoreHitPause = 1
[State 消去　エフェクト2]
type = RemoveExplod
trigger1 = Anim = 44512
ID = 44516
IgnoreHitPause = 1

[State エフェクト1戻り]
type = Explod
trigger1 = Anim = 44512
Anim 			= 44517
PosType 		= P1
Pos 			= 129,30
BindTime 		= -1
Scale 			= 0.5,0.5
SprPriority 	= 3
IgnoreHitPause = 1
Persistent = 0
ID = 44517
[State エフェクト2戻り]
type = Explod
trigger1 = Anim = 44512
Anim 			= 44518
PosType 		= P1
Pos 			= 129,30
BindTime 		= -1
Scale 			= 0.5,0.5
SprPriority 	= -1
IgnoreHitPause = 1
Persistent = 0
ID = 44518


;葉エフェクト==================

[State 葉エフェクト　速度X]
type = VarSet
trigger1 = 1
fvar(5) = 1+random%50 *0.1
[State 葉エフェクト　速度Y]
type = VarSet
trigger1 = 1
fvar(6) = random%40 *0.1

[State 葉エフェクト　加速度X]
type = VarSet
trigger1 = 1
fvar(8) = fvar(5)*0.0416666664285715 + 0.137411345

[State 葉エフェクト　加速度Y]
type = VarSet
trigger1 = 1
fvar(9) = fvar(6)*0.0416667

[State 葉エフェクト　上ID/トランス・タイム代用・サイズリセット]
type = null
trigger1 = AnimElemTime(7)  = 0
trigger1 = var(30) := 44530
trigger1 = var(10) := 128
trigger1 = var(20) := 1
trigger1 = fvar(10) := 0.2+random%10 *0.01
trigger2 = AnimElemTime(9)  = 0
trigger2 = var(30) := 44531
trigger2 = var(11) := 128
trigger2 = var(21) := 1
trigger2 = fvar(11) := 0.2+random%10 *0.01
trigger3 = AnimElemTime(11) = 0
trigger3 = var(30) := 44532
trigger3 = var(12) := 128
trigger3 = var(22) := 1
trigger3 = fvar(12) := 0.2+random%10 *0.01
trigger4 = AnimElemTime(13) = 0
trigger4 = var(30) := 44533
trigger4 = var(13) := 128
trigger4 = var(23) := 1
trigger4 = fvar(13) := 0.2+random%10 *0.01
trigger5 = AnimElemTime(15) = 0
trigger5 = var(30) := 44534
trigger5 = var(14) := 128
trigger5 = var(24) := 1
trigger5 = fvar(14) := 0.2+random%10 *0.01

trigger6 = AnimElemTime(17) = 0
trigger6 = var(30) := 44530
trigger6 = var(10) := 128
trigger6 = var(20) := 1
trigger6 = fvar(10) := 0.2+random%10 *0.01
trigger7 = AnimElemTime(19) = 0
trigger7 = var(30) := 44531
trigger7 = var(11) := 128
trigger7 = var(21) := 1
trigger7 = fvar(11) := 0.2+random%10 *0.01
trigger8 = AnimElemTime(21) = 0
trigger8 = var(30) := 44532
trigger8 = var(12) := 128
trigger8 = var(22) := 1
trigger8 = fvar(12) := 0.2+random%10 *0.01
trigger9 = AnimElemTime(23) = 0
trigger9 = var(30) := 44533
trigger9 = var(13) := 128
trigger9 = var(23) := 1
trigger9 = fvar(13) := 0.2+random%10 *0.01
trigger10= AnimElemTime(25) = 0
trigger10= var(30) := 44534
trigger10= var(14) := 128
trigger10 = var(24) := 1
trigger10 = fvar(14) := 0.2+random%10 *0.01

trigger11= AnimElemTime(27) = 0
trigger11= var(30) := 44530
trigger11= var(10) := 128
trigger11= var(20) := 1
trigger11= fvar(10) := 0.2+random%10 *0.01
trigger12= AnimElemTime(29) = 0
trigger12= var(30) := 44531
trigger12= var(11) := 128
trigger12= var(21) := 1
trigger12= fvar(11) := 0.2+random%10 *0.01
trigger13= AnimElemTime(31) = 0
trigger13= var(30) := 44532
trigger13= var(12) := 128
trigger13= var(22) := 1
trigger13= fvar(12) := 0.2+random%10 *0.01
trigger14= AnimElemTime(33) = 0
trigger14= var(30) := 44533
trigger14= var(13) := 128
trigger14= var(23) := 1
trigger14= fvar(13) := 0.2+random%10 *0.01
trigger15= AnimElemTime(35) = 0
trigger15= var(30) := 44534
trigger15= var(14) := 128
trigger15= var(24) := 1
trigger15= fvar(14) := 0.2+random%10 *0.01

trigger16= AnimElemTime(37) = 0
trigger16= var(30) := 44530
trigger16= var(10) := 128
trigger16= var(20) := 1
trigger16= fvar(10) := 0.2+random%10 *0.01
trigger17= AnimElemTime(39) = 0
trigger17= var(30) := 44531
trigger17= var(11) := 128
trigger17= var(21) := 1
trigger17= fvar(11) := 0.2+random%10 *0.01
trigger18= AnimElemTime(41) = 0
trigger18= var(30) := 44532
trigger18= var(12) := 128
trigger18= var(22) := 1
trigger18= fvar(12) := 0.2+random%10 *0.01
trigger19= AnimElemTime(43) = 0
trigger19= var(30) := 44533
trigger19= var(13) := 128
trigger19= var(23) := 1
trigger19= fvar(13) := 0.2+random%10 *0.01
trigger20= AnimElemTime(45) = 0
trigger20= var(30) := 44534
trigger20= var(14) := 128
trigger20= var(24) := 1
trigger20= fvar(14) := 0.2+random%10 *0.01
;trigger21= AnimElemTime(47) = 0 && var(30) := 
;trigger22= AnimElemTime(49) = 0 && var(30) := 
IgnoreHitPause = 1

[State 葉エフェクト　下ID/サイズ・タイム代用リセット]
type = null
trigger1 = AnimElemTime(7)  = 1
trigger1 = var(30) := 44535
trigger1 = var(15) := 128
trigger1 = var(25) := 1
trigger1 = fvar(15) := 0.2+random%10 *0.01
trigger2 = AnimElemTime(9)  = 1
trigger2 = var(30) := 44536
trigger2 = var(16) := 128
trigger2 = var(26) := 1
trigger2 = fvar(16) := 0.2+random%10 *0.01
trigger3 = AnimElemTime(11) = 1
trigger3 = var(30) := 44537
trigger3 = var(17) := 128
trigger3 = var(27) := 1
trigger3 = fvar(17) := 0.2+random%10 *0.01
trigger4 = AnimElemTime(13) = 1
trigger4 = var(30) := 44538
trigger4 = var(18) := 128
trigger4 = var(28) := 1
trigger4 = fvar(18) := 0.2+random%10 *0.01
trigger5 = AnimElemTime(15) = 1
trigger5 = var(30) := 44539
trigger5 = var(19) := 128
trigger5 = var(29) := 1
trigger5 = fvar(19) := 0.2+random%10 *0.01

trigger6 = AnimElemTime(17) = 1
trigger6 = var(30) := 44535
trigger6 = var(15) := 128
trigger6 = var(25) := 1
trigger6 = fvar(15) := 0.2+random%10 *0.01
trigger7 = AnimElemTime(19) = 1
trigger7 = var(30) := 44536
trigger7 = var(16) := 128
trigger7 = var(26) := 1
trigger7 = fvar(16) := 0.2+random%10 *0.01
trigger8 = AnimElemTime(21) = 1
trigger8 = var(30) := 44537
trigger8 = var(17) := 128
trigger8 = var(27) := 1
trigger8 = fvar(17) := 0.2+random%10 *0.01
trigger9 = AnimElemTime(23) = 1
trigger9 = var(30) := 44538
trigger9 = var(18) := 128
trigger9 = var(28) := 1
trigger9 = fvar(18) := 0.2+random%10 *0.01
trigger10= AnimElemTime(25) = 1
trigger10= var(30) := 44539
trigger10= var(19) := 128
trigger10= var(29) := 1
trigger10= fvar(19) := 0.2+random%10 *0.01

trigger11= AnimElemTime(27) = 1
trigger11= var(30) := 44535
trigger11= var(15) := 128
trigger11= var(25) := 1
trigger11= fvar(15) := 0.2+random%10 *0.01
trigger12= AnimElemTime(29) = 1
trigger12= var(30) := 44536
trigger12= var(16) := 128
trigger12= var(26) := 1
trigger12= fvar(16) := 0.2+random%10 *0.01
trigger13= AnimElemTime(31) = 1
trigger13= var(30) := 44537
trigger13= var(17) := 128
trigger13= var(27) := 1
trigger13= fvar(17) := 0.2+random%10 *0.01
trigger14= AnimElemTime(33) = 1
trigger14= var(30) := 44538
trigger14= var(18) := 128
trigger14= var(28) := 1
trigger14= fvar(18) := 0.2+random%10 *0.01
trigger15= AnimElemTime(35) = 1
trigger15= var(30) := 44539
trigger15= var(19) := 128
trigger15= var(29) := 1
trigger15= fvar(19) := 0.2+random%10 *0.01

trigger16= AnimElemTime(37) = 1
trigger16= var(30) := 44535
trigger16= var(15) := 128
trigger16= var(25) := 1
trigger16= fvar(15) := 0.2+random%10 *0.01
trigger17= AnimElemTime(39) = 1
trigger17= var(30) := 44536
trigger17= var(16) := 128
trigger17= var(26) := 1
trigger17= fvar(16) := 0.2+random%10 *0.01
trigger18= AnimElemTime(41) = 1
trigger18= var(30) := 44537
trigger18= var(17) := 128
trigger18= var(27) := 1
trigger18= fvar(17) := 0.2+random%10 *0.01
trigger19= AnimElemTime(43) = 1
trigger19= var(30) := 44538
trigger19= var(18) := 128
trigger19= var(28) := 1
trigger19= fvar(18) := 0.2+random%10 *0.01
trigger20= AnimElemTime(45) = 1
trigger20= var(30) := 44539
trigger20= var(19) := 128
trigger20= var(29) := 1
trigger20= fvar(19) := 0.2+random%10 *0.01
;trigger21= AnimElemTime(47) = 1 && var(30) := 
;trigger22= AnimElemTime(49) = 1 && var(30) := 
IgnoreHitPause = 1

[State タイム代用]
type = VarAdd
trigger1 = NumExplod(44530)
var(20) = 1
[State タイム代用]
type = VarAdd
trigger1 = NumExplod(44531)
var(21) = 1
[State タイム代用]
type = VarAdd
trigger1 = NumExplod(44532)
var(22) = 1
[State タイム代用]
type = VarAdd
trigger1 = NumExplod(44533)
var(23) = 1
[State タイム代用]
type = VarAdd
trigger1 = NumExplod(44534)
var(24) = 1
[State タイム代用]
type = VarAdd
trigger1 = NumExplod(44535)
var(25) = 1
[State タイム代用]
type = VarAdd
trigger1 = NumExplod(44536)
var(26) = 1
[State タイム代用]
type = VarAdd
trigger1 = NumExplod(44537)
var(27) = 1
[State タイム代用]
type = VarAdd
trigger1 = NumExplod(44538)
var(28) = 1
[State タイム代用]
type = VarAdd
trigger1 = NumExplod(44539)
var(29) = 1

[State Sフェードイン]
type = VarAdd
trigger1 = NumExplod(44530)
trigger1 = var(10) < 256
trigger1 = var(20) < 10
var(10) = 32
[State Sフェードイン]
type = VarAdd
trigger1 = NumExplod(44531)
trigger1 = var(11) < 256
trigger1 = var(21) < 10
var(11) = 32
[State Sフェードイン]
type = VarAdd
trigger1 = NumExplod(44532)
trigger1 = var(12) < 256
trigger1 = var(22) < 10
var(12) = 32
[State Sフェードイン]
type = VarAdd
trigger1 = NumExplod(44533)
trigger1 = var(13) < 256
trigger1 = var(23) < 10
var(13) = 32
[State Sフェードイン]
type = VarAdd
trigger1 = NumExplod(44534)
trigger1 = var(14) < 256
trigger1 = var(24) < 10
var(14) = 32
[State Sフェードイン]
type = VarAdd
trigger1 = NumExplod(44535)
trigger1 = var(15) < 256
trigger1 = var(25) < 10
var(15) = 32
[State Sフェードイン]
type = VarAdd
trigger1 = NumExplod(44536)
trigger1 = var(16) < 256
trigger1 = var(26) < 10
var(16) = 32
[State Sフェードイン]
type = VarAdd
trigger1 = NumExplod(44537)
trigger1 = var(17) < 256
trigger1 = var(27) < 10
var(17) = 32
[State Sフェードイン]
type = VarAdd
trigger1 = NumExplod(44538)
trigger1 = var(18) < 256
trigger1 = var(28) < 10
var(18) = 32
[State Sフェードイン]
type = VarAdd
trigger1 = NumExplod(44539)
trigger1 = var(19) < 256
trigger1 = var(29) < 10
var(19) = 32

[State Sフェードアウト]
type = VarAdd
trigger1 = NumExplod(44530)
trigger1 = var(10) > 0
trigger1 = var(20) > 40
var(10) = -32
[State Sフェードアウト]
type = VarAdd
trigger1 = NumExplod(44531)
trigger1 = var(11) > 0
trigger1 = var(21) > 40
var(11) = -32
[State Sフェードアウト]
type = VarAdd
trigger1 = NumExplod(44532)
trigger1 = var(12) > 0
trigger1 = var(22) > 40
var(12) = -32
[State Sフェードアウト]
type = VarAdd
trigger1 = NumExplod(44533)
trigger1 = var(13) > 0
trigger1 = var(23) > 40
var(13) = -32
[State Sフェードアウト]
type = VarAdd
trigger1 = NumExplod(44534)
trigger1 = var(14) > 0
trigger1 = var(24) > 40
var(14) = -32
[State Sフェードアウト]
type = VarAdd
trigger1 = NumExplod(44535)
trigger1 = var(15) > 0
trigger1 = var(25) > 40
var(15) = -32
[State Sフェードアウト]
type = VarAdd
trigger1 = NumExplod(44536)
trigger1 = var(16) > 0
trigger1 = var(26) > 40
var(16) = -32
[State Sフェードアウト]
type = VarAdd
trigger1 = NumExplod(44537)
trigger1 = var(17) > 0
trigger1 = var(27) > 40
var(17) = -32
[State Sフェードアウト]
type = VarAdd
trigger1 = NumExplod(44538)
trigger1 = var(18) > 0
trigger1 = var(28) > 40
var(18) = -32
[State Sフェードアウト]
type = VarAdd
trigger1 = NumExplod(44539)
trigger1 = var(19) > 0
trigger1 = var(29) > 40
var(19) = -32

[State サイズ]
type = VarAdd
trigger1 = NumExplod(44530)
trigger1 = var(20) > 35
trigger1 = fvar(10) > 0.05
fvar(10) = -0.01
[State サイズ]
type = VarAdd
trigger1 = NumExplod(44531)
trigger1 = var(21) > 35
trigger1 = fvar(11) > 0.05
fvar(11) = -0.01
[State サイズ]
type = VarAdd
trigger1 = NumExplod(44532)
trigger1 = var(22) > 35
trigger1 = fvar(12) > 0.05
fvar(12) = -0.01
[State サイズ]
type = VarAdd
trigger1 = NumExplod(44533)
trigger1 = var(23) > 35
trigger1 = fvar(13) > 0.05
fvar(13) = -0.01
[State サイズ]
type = VarAdd
trigger1 = NumExplod(44534)
trigger1 = var(24) > 35
trigger1 = fvar(14) > 0.05
fvar(14) = -0.01
[State サイズ]
type = VarAdd
trigger1 = NumExplod(44535)
trigger1 = var(25) > 35
trigger1 = fvar(15) > 0.05
fvar(15) = -0.01
[State サイズ]
type = VarAdd
trigger1 = NumExplod(44536)
trigger1 = var(26) > 35
trigger1 = fvar(16) > 0.05
fvar(16) = -0.01
[State サイズ]
type = VarAdd
trigger1 = NumExplod(44537)
trigger1 = var(27) > 35
trigger1 = fvar(17) > 0.05
fvar(17) = -0.01
[State サイズ]
type = VarAdd
trigger1 = NumExplod(44538)
trigger1 = var(28) > 35
trigger1 = fvar(18) > 0.05
fvar(18) = -0.01
[State サイズ]
type = VarAdd
trigger1 = NumExplod(44539)
trigger1 = var(29) > 35
trigger1 = fvar(19) > 0.05
fvar(19) = -0.01


[State 葉エフェクト上]
type = Explod
triggerall = Anim = 44511
trigger1 = AnimElemTime(7)  = 0
trigger2 = AnimElemTime(9)  = 0
trigger3 = AnimElemTime(11) = 0
trigger4 = AnimElemTime(13) = 0
trigger5 = AnimElemTime(15) = 0

trigger6 = AnimElemTime(17) = 0
trigger7 = AnimElemTime(19) = 0
trigger8 = AnimElemTime(21) = 0
trigger9 = AnimElemTime(23) = 0
trigger10= AnimElemTime(25) = 0

trigger11= AnimElemTime(27) = 0
trigger12= AnimElemTime(29) = 0
trigger13= AnimElemTime(31) = 0
trigger14= AnimElemTime(33) = 0
trigger15= AnimElemTime(35) = 0

trigger16= AnimElemTime(37) = 0
trigger17= AnimElemTime(39) = 0
trigger18= AnimElemTime(41) = 0
trigger19= AnimElemTime(43) = 0
trigger20= AnimElemTime(45) = 0

;trigger21= AnimElemTime(47) = 0
;trigger22= AnimElemTime(49) = 0
Anim 			= 44050+random%20
PosType 		= P1
Pos 			= 129,-5-random%30
Random 			= 20,30
Vel 			=  fvar(5),-fvar(6)
Accel 			= -fvar(8), fvar(9)
Scale 			= fvar(11),fvar(11)
RemoveTime 		= 48
SprPriority 	= 4
ID = var(30)

[State 葉エフェクト]
type = Explod
triggerall = Anim = 44511
trigger1 = AnimElemTime(7)  = 1
trigger2 = AnimElemTime(9)  = 1
trigger3 = AnimElemTime(11) = 1
trigger4 = AnimElemTime(13) = 1
trigger5 = AnimElemTime(15) = 1

trigger6 = AnimElemTime(17) = 1
trigger7 = AnimElemTime(19) = 1
trigger8 = AnimElemTime(21) = 1
trigger9 = AnimElemTime(23) = 1
trigger10= AnimElemTime(25) = 1

trigger11= AnimElemTime(27) = 1
trigger12= AnimElemTime(29) = 1
trigger13= AnimElemTime(31) = 1
trigger14= AnimElemTime(33) = 1
trigger15= AnimElemTime(35) = 1

trigger16= AnimElemTime(37) = 1
trigger17= AnimElemTime(39) = 1
trigger18= AnimElemTime(41) = 1
trigger19= AnimElemTime(43) = 1
trigger20= AnimElemTime(45) = 1

;trigger21= AnimElemTime(47) = 1
;trigger22= AnimElemTime(49) = 1;;
Anim 			= 44050+random%20
PosType 		= P1
Pos 			= 129,random%20
Random 			= 20,20
Vel 			=  fvar(5), fvar(6)
Accel 			= -fvar(8),-fvar(9)
RemoveTime 		= 48
SprPriority 	= 4
ID = var(30)

;accelを変えられない？ので消え際に減速できない違和感あり
;ヘルパ使えばできるだろうけど
[State 葉エフェ上1]
type = ModifyExplod
trigger1 = NumExplod(44530)
ID = 44530
trans 			= addalpha
alpha 			= var(10),256
Scale 			= fvar(10),fvar(10)
[State 葉エフェ上2]
type = ModifyExplod
trigger1 = NumExplod(44531)
ID = 44531
trans 			= addalpha
alpha 			= var(11),256
Scale 			= fvar(11),fvar(11)
[State 葉エフェ上3]
type = ModifyExplod
trigger1 = NumExplod(44532)
ID = 44532
trans 			= addalpha
alpha 			= var(12),256
Scale 			= fvar(12),fvar(12)
[State 葉エフェ上4]
type = ModifyExplod
trigger1 = NumExplod(44533)
ID = 44533
trans 			= addalpha
alpha 			= var(13),256
Scale 			= fvar(13),fvar(13)
[State 葉エフェ上5]
type = ModifyExplod
trigger1 = NumExplod(44534)
ID = 44534
trans 			= addalpha
alpha 			= var(14),256
Scale 			= fvar(14),fvar(14)

[State 葉エフェ下1]
type = ModifyExplod
trigger1 = NumExplod(44535)
ID = 44535
trans 			= addalpha
alpha 			= var(15),256
Scale 			= fvar(15),fvar(15)
[State 葉エフェ下2]
type = ModifyExplod
trigger1 = NumExplod(44536)
ID = 44536
trans 			= addalpha
alpha 			= var(16),256
Scale 			= fvar(16),fvar(16)
[State 葉エフェ下3]
type = ModifyExplod
trigger1 = NumExplod(44537)
ID = 44537
trans 			= addalpha
alpha 			= var(17),256
Scale 			= fvar(17),fvar(17)
[State 葉エフェ下4]
type = ModifyExplod
trigger1 = NumExplod(44538)
ID = 44538
trans 			= addalpha
alpha 			= var(18),256
Scale 			= fvar(18),fvar(18)
[State 葉エフェ下5]
type = ModifyExplod
trigger1 = NumExplod(44539)
ID = 44539
trans 			= addalpha
alpha 			= var(19),256
Scale 			= fvar(19),fvar(19)

;手元マーク====================
[State フェードアウトスイッチ]
type = VarSet
trigger1 = Anim = 12000
trigger2 = Anim = 44512
trigger2 = AnimElemTime(7) = 0
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State Sフェードアウト];手元マーク
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32
[State Sフェードアウト];根元オーラ
type = VarAdd
trigger1 = var(4) = 1
var(2) = -40

[State 手元マーク]
type = ModifyExplod
trigger1 = NumExplod(44551)
ID = 44551
trans 			= addalpha
alpha 			= var(0),256
[State 根元オーラ]
type = ModifyExplod
trigger1 = NumExplod(44552)
ID = 44552
trans 			= addalpha
alpha 			= var(2),256

[State 消去　手元マーク]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(0) <= 0
ID = 44551
IgnoreHitPause = 1
[State 消去　根元オーラ]
type = RemoveExplod
trigger1 = var(4) = 1
trigger1 = var(2) <= 0
ID = 44552
IgnoreHitPause = 1


;イクスプロッド-------------------

[State デス]
type = DestroySelf
trigger1 = NumTarget(44510) = 0
trigger1 = Anim = 12000

trigger1 = NumExplod(44530) = 0
trigger1 = NumExplod(44531) = 0
trigger1 = NumExplod(44532) = 0
trigger1 = NumExplod(44533) = 0
trigger1 = NumExplod(44534) = 0
trigger1 = NumExplod(44535) = 0
trigger1 = NumExplod(44536) = 0
trigger1 = NumExplod(44537) = 0
trigger1 = NumExplod(44538) = 0
trigger1 = NumExplod(44539) = 0

trigger1 = NumExplod(44551) = 0
trigger1 = NumExplod(44552) = 0

;[State デバッグ表示]
;Type = DisplayToClipboard
;;type = AppendToClipBoard
;Trigger1 = 1
;text = " var(44):%d ,var(30):%d \n"
;params = var(44),var(30)
;IgnoreHitPause = 1

;---------------------------------------------------------------------------
;養分吸収(喰らった相手)
;---------------------------------------------------------------------------
[Statedef 44520]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0
VelSet 		= 0,0

[State ターン]
type = Turn
Trigger1 = P2Dist X < 0

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

[State アニメ]
type = ChangeAnim2
Trigger1 = time = 0
value = 44520

;↓↓↓↓↓↓↓↓↓コピペスペース

;↑↑↑↑↑↑↑↑↑コピペスペース

[State ヒット限定]
type = HitBy
trigger1 = EnemyNear,Name = "Kamui_Tokinomiya"
trigger1 = EnemyNear,AuthorName = "85midori"
trigger2 = Enemy,Name = "Kamui_Tokinomiya"
trigger2 = Enemy,AuthorName = "85midori"
value = A,HP
time = 1

[State ステ返す]
type = SelfState
Trigger1 = time >= 300;保険
trigger2 = EnemyNear,Name = "Kamui_Tokinomiya"
trigger2 = EnemyNear,AuthorName = "85midori"
trigger2 = EnemyNear,MoveType = H
trigger3 = Enemy,Name = "Kamui_Tokinomiya"
trigger3 = Enemy,AuthorName = "85midori"
trigger3 = Enemy,MoveType = H
value = 5050
ctrl = 1

;---------------------------------------------------------------------------
;花満開
;---------------------------------------------------------------------------
[Statedef 44600]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State パワー]
type = PowerAdd
trigger1 = time = 0
value = -1000
IgnoreHitPause = 1
Persistent = 0

;[State フォース展開時パワー]
;type = VarAdd
;trigger1 = var(46) = 1
;trigger1 = time = 0
;var(47) = -1000
;IgnoreHitPause = 1
;Persistent = 0

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,44601,44600)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(7) < 0
triggerall = statetype = A
trigger1 = time >= 23
trigger1 = time%10 = 0
x = 0.9
y = 0.9

[State se暗転]
type = PlaySnd
trigger1 = time = 0
value = s4,1
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 0
value = s115,3+random%3
channel = 0
Persistent = 0

[State 暗転　樹マークセット]
Type = Helper
trigger1 = time = 0
StateNo 		= 44750
ID 				= 44750
name 			= "anten mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 25
;PauseMoveTime 	= 25
IgnoreHitPause = 1
Persistent = 0

[State 足元マークセット]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 44710
ID 				= 44710
name 			= "asimoto mark"
PosType 		= P1
SuperMoveTime 	= 5
IgnoreHitPause = 1
Persistent = 0

[State 空中　暗転中ポス固定]
Type = PosFreeze
Trigger1 = statetype = A
Trigger1 = time < 25
Value = 1

[State スパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 25
Movetime = 25
anim = -1
P2DefMul = 1
darken = 0

;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 25
;MoveTime = 25

[State 種2中];上に書くと同時ヒット時優先度低
Type = Helper
trigger1 = AnimElem = 4
StateNo 		= 44610
ID 				= 44612
name 			= "Tane2"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0
[State 種1手前]
Type = Helper
trigger1 = AnimElem = 4
StateNo 		= 44610
ID 				= 44611
name 			= "Tane1"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0
[State 種3奥]
Type = Helper
trigger1 = AnimElem = 4
StateNo 		= 44610
ID 				= 44613
name 			= "Tane3"
PosType 		= P1
;Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中花満開　状態]
type = StateTypeSet
trigger1 = (Anim = 44601 || Anim = 44606) && AnimElemTime(8) = 0
Physics = A

[State 空中花満開　コントロール]
type = CtrlSet
trigger1 = (Anim = 44601 || Anim = 44606) && AnimElemTime(9) = 0
value = 1

[State 空中花満開　ポスY限界]
type = PosSet
triggerall = Pos Y >= -10
trigger1 = (Anim = 44601 || Anim = 44606) && AnimElemTime(8) <= 0
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中花満開　着地へ];意味はあんまり無い
type = ChangeState
triggerall = (vel Y > 0) && (Pos Y >= 0)
trigger1 = (Anim = 44601 || Anim = 44606)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上花満開終了　0へ]
type = ChangeState
trigger1 = (Anim = 44600 || Anim = 44605) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper 花満開(種準備)
;---------------------------------------------------------------------------
;var(10)技判別
;fvar(5)X速度

[Statedef 44610]
type 		= A
movetype 	= A
physics 	= N
anim 		= 12000
SprPriority = 2
ctrl 		= 0

[State 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

[State 無敵]
Type = Nothitby
Trigger1 = 1
value = SCA
time = 1

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State ポス]
type = PosSet
trigger1 = 1
x = root,Pos X +50*root,facing
y = root,Pos Y -85-(15*root,statetype=A)
IgnoreHitPause = 1
Persistent = 1

[State 親状態判別]
type = null
triggerall = time = 0
trigger1 = root,StateType != A
trigger1 = var(10) := 1
trigger2 = root,StateType = A
trigger2 = var(10) := 2
IgnoreHitPause = 1

;速度-------------------------------
[State 初速X　初期値]
type = null
triggerall = time = 0
trigger1 = var(10) = 1 && IsHelper(44611) && fvar(5) := 6
trigger2 = var(10) = 1 && IsHelper(44612) && fvar(5) := 9.5
trigger3 = var(10) = 1 && IsHelper(44613) && fvar(5) := 12

trigger4 = var(10) = 2 && IsHelper(44611) && fvar(5) := 2
trigger5 = var(10) = 2 && IsHelper(44612) && fvar(5) := 9
trigger6 = var(10) = 2 && IsHelper(44613) && fvar(5) := 12
IgnoreHitPause = 1

;速度-------------------------------

[State デス]
type = DestroySelf
trigger1 = root,MoveType = H
IgnoreHitPause = 1

[State 発射];種蒔き発射
type = ChangeState
trigger1 = root,AnimElemTime(5) = 1
value = 44211

;---------------------------------------------------------------------------
;helper 樹　超アルカナ技　足元マークセット
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド用
;var(1)	トランス用Dイクスプロッド用
;var(2)	トランス用Sイクスプロッド用
;var(3)	トランス用Sイクスプロッド用
;var(4)	フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(11)エクスプロードサイズ用1
;fvar(12)エクスプロードサイズ用2
;fvar(13)エクスプロードサイズ用3
;fvar(14)エクスプロードサイズ用4

[Statedef 44710]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000
sprpriority = -2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 44500;養分吸収
trigger1 = var(10) := 1
trigger2 = root,StateNo = 44600;種蒔き
trigger2 = var(10) := 2
;trigger3 = root,StateNo = 44800;禁断の実と花
;trigger3 = var(10) := 10
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 44500 && root,AnimElemTime(10) < 0
trigger2 = var(10) = 1 && root,StateNo = 44502 && root,AnimElemTime(4) < 0
trigger3 = var(10) = 2 && root,StateNo = 44600 && root,AnimElemTime(7) < 0
;trigger4 = var(10) = 10&& root,StateNo = 44800 && root,AnimElemTime(7) < 0
x = root,Pos X +3*root,facing
y = root,Pos Y +5-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;イクスプロッド-------------------------
[State 足元マーク　A]
type = Explod
Trigger1  = time = 0
Anim 			= 44721
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= ifelse(var(10)=1,5,ifelse(var(10)=2,0,18))
Persistent = 0
ID = 44711
[State 足元マーク　B]
type = Explod
Trigger1  = time = 0
Anim 			= 44731
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= ifelse(var(10)=1,5,ifelse(var(10)=2,0,18))
Persistent = 0
ID = 44711
[State 足元マーク　サブ○]
type = Explod
Trigger1  = time = 0
Anim 			= 44710
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= ifelse(var(10)=1,5,ifelse(var(10)=2,0,18))
Persistent = 0
ID = 44712

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = root,StateNo != 44500
trigger1 = root,StateNo != 44502
trigger1 = root,StateNo != 44600
trigger1 = root,StateNo != 44800
trigger2 = var(10) = 1 && root,StateNo = 44500 && root,AnimElemTime(10) >= 0
trigger3 = var(10) = 1 && root,StateNo = 44502 && root,AnimElemTime(4) >= 0
trigger4 = var(10) = 2 && root,StateNo = 44600 && root,AnimElemTime(7) >= 0
trigger5 = var(10) = 10&& root,StateNo = 44800 && root,AnimElemTime(7) >= 0
var(4) = 1
persistent = 0

;サイズ----------------
;x:y=10:3
;時間経過サイズ　メインA BC
[State X]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = fvar(11) < 0.75
fvar(11) = 0.75/15
[State Y]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = fvar(12) < 0.225
fvar(12) = 0.225/15

;時間経過サイズ　サブ○
[State X]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = fvar(13) < 0.625
fvar(13) = 0.625/15
[State Y]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = fvar(14) < 0.1875
fvar(14) = 0.1875/15

;サイズ----------------

;トランス--------------
[State Sトランス];マークA BC
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Dトランス];マークA BC
type = VarSet
trigger1 = time = 0
var(1) = 224

[State Sトランス];サブ○
type = VarSet
trigger1 = time = 0
var(2) = 128

[State Sフェードアウト];メインA BC
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16
[State Dフェードアウト];メインA BC
type = VarAdd
trigger1 = var(4) = 1
var(1) = 2
[State Sフェードアウト];サブ○
type = VarAdd
trigger1 = var(4) = 1
var(2) = -8


;トランス--------------

[State 足元マーク　メイン]
type = ModifyExplod
trigger1 = NumExplod(44711)
ID = 44711
scale 			= fvar(11),fvar(12)
trans 			= addalpha
alpha 			= var(0),var(1)
[State 足元マーク　サブの○]
type = ModifyExplod
trigger1 = NumExplod(44712)
ID = 44712
scale 			= fvar(13),fvar(14)
trans 			= addalpha
alpha 			= var(2),256


;イクスプロッド-------------------------

;デス
[State 消去　足元メイン]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(0) <= 0
ID = 44711
[State 消去　足元サブ]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(2) <= 0
ID = 44712

[State デス]
Type = DestroySelf
Trigger1  = var(4) = 1
trigger1 = NumExplod(44711) = 0
trigger1 = NumExplod(44712) = 0

;---------------------------------------------------------------------------
;helper 暗転　樹マークセット
;---------------------------------------------------------------------------
;var(0)	トランス用　ブレイズ背景
;var(1)	黒バック1用
;var(4)	フェードアウトスイッチ
;var(10)技判別
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B

;sprpriority
;-15	黒バック1
;-3		マークA
;-3		マークB
;-3		マークC
;-3		マークサブ
;3		リング（楕円）
;3		十字

;禁断の実と花演出
;-2		(Explod)
;-2		(Explod)
;-1		(Explod)
;-1		(Explod)

[Statedef 44750]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
sprpriority = -15

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポスXY]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120
IgnoreHitPause = 1
persistent = 1

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 44500;養分吸収
trigger1 = var(10) := 1
trigger2 = root,StateNo = 44600;種蒔き
trigger2 = var(10) := 2
trigger3 = root,StateNo = 44800;禁断の実と花
trigger3 = var(10) := 10
IgnoreHitPause = 1
persistent = 0

;======================================黒バック
;超アルカナ技用（ライフバー隠さない）
[State 背景フェードアウトR]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [1,8]
var(51) = -32
[State 背景フェードアウトG]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [1,8]
var(52) = -32
[State 背景フェードアウトB]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [1,8]
var(53) = -32

[State 背景フェードインR]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [39,46]
trigger2 = var(10) = 2 && time = [41,48]
var(51) = 32
[State 背景フェードインG]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [39,46]
trigger2 = var(10) = 2 && time = [41,48]
var(52) = 32
[State 背景フェードインB]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [39,46]
trigger2 = var(10) = 2 && time = [41,48]
var(53) = 32

[State 背景初期値];フォース展開時
type = null
trigger1 = time = 0
trigger1 = NumHelper(40410)
trigger1 = var(51) := helper(40410),var(51)
trigger1 = var(52) := helper(40410),var(52)
trigger1 = var(53) := helper(40410),var(53)

[State 背景フェードアウトR];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(51) = -floor((256+helper(40410),var(54))/8)
[State 背景フェードアウトG];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(52) = -floor((256+helper(40410),var(55))/8)
[State 背景フェードアウトB];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(53) = -floor((256+helper(40410),var(56))/8)

[State 背景フェードインR];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [39,46]
trigger2 = var(10) = 2 && time = [41,48]
var(51) = floor((256+helper(40410),var(51))/8)
[State 背景フェードインG];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [39,46]
trigger2 = var(10) = 2 && time = [41,48]
var(52) = floor((256+helper(40410),var(52))/8)
[State 背景フェードインB];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [39,46]
trigger2 = var(10) = 2 && time = [41,48]
var(53) = floor((256+helper(40410),var(53))/8)

[State 背景フェードアウトR限界]
type = VarSet
trigger1 = var(51) < -256
var(51) = -256
[State 背景フェードアウトG限界]
type = VarSet
trigger1 = var(52) < -256
var(52) = -256
[State 背景フェードアウトB限界]
type = VarSet
trigger1 = var(53) < -256
var(53) = -256

[State 背景]
type = BGPalFX
trigger1 = var(10) = 1 && time <= 46
trigger2 = var(10) = 2 && time <= 48
time = 1
add = var(51),var(52),var(53)


[State 背景消し]
type = AssertSpecial
trigger1 = var(10) = 1 && time = [8,38]
trigger2 = var(10) = 2 && time = [8,40]
flag = NoFG
flag2= NoBG


;ブレイズ（ライフバー隠す）
[State アニメ]
type = ChangeAnim
trigger1 = var(10) = 10
trigger1 = time = 0
value = 12001
persistent = 0

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 10
Scale = 30,30

;トランス
[State フェードアウトスイッチ]
type = VarSet
triggerall = var(10) = 10
triggerall = var(4) = 0
trigger1 = root,StateNo != 44800
trigger1 = root,StateNo != 44801
trigger2 = root,StateNo = 44800 && root,AnimElemTime(26) >= 0
var(4) = 1
IgnoreHitPause = 1
persistent = 0
[State フェードアウトスイッチ]
type = VarSet
triggerall = var(10) = 10
triggerall = var(4) = 0
trigger1 = root,StateNo = 44801 && root,time >= 39
var(4) = 2
IgnoreHitPause = 1
persistent = 0

[State Dトランス]
type = VarSet
triggerall = var(10) = 10
trigger1 = time = 0
var(1) = 256

[State Dフェードイン]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = time = [1,32]
var(1) = -8

[State Dフェードアウト]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = var(1) <= 256
trigger1 = var(4)
var(1) = ifelse(var(4)=2,8,16)


[State 空アニメ]
type = ChangeAnim
trigger1 = var(10) = 10
trigger1 = var(1) > 256
value = 12000
persistent = 0

[State トランス]
type = Trans
trigger1 = var(10) = 10
trigger1 = Anim = 12001
trans = addalpha
alpha = 256,var(1)



;ブレイズ背景
[State ブレイズ背景]
type = Explod
trigger1 = var(10) = 10 && time = 22
Anim 			= 40014
PosType 		= P1
Pos 			= -160,-120
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -12
SuperMoveTime 	= 99999999
IgnoreHitPause = 1
Persistent = 0
ID = 40014

[State ブレイズ背景]
type = VarAdd
trigger1 = time = [22,50]
var(0) = 9
[State ブレイズ背景]
type = VarAdd
trigger1 = time >= 80
var(0) = -16

[State ブレイズ背景]
type = ModifyExplod
trigger1 = NumExplod(40014)
ID = 40014
trans 			= addalpha
alpha 			= var(0),256-var(0)

[State 消去　ブレイズ背景]
type = RemoveExplod
trigger1 = NumExplod(40014)
trigger1 = var(0) < 0
ID = 40014

;本不生の意（ライフバー隠さない）

[State 背景初期値]
type = null
trigger1 = time = 0
trigger1 = var(10) = 10
trigger1 = var(51) := -256
trigger1 = var(52) := -256
trigger1 = var(53) := -256
IgnoreHitPause = 1

[State 背景フェードインR];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [393,400]
var(51) = floor((256+helper(40410),var(51))/8)
[State 背景フェードインG];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [393,400]
var(52) = floor((256+helper(40410),var(52))/8)
[State 背景フェードインB];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [393,400]
var(53) = floor((256+helper(40410),var(53))/8)

[State 背景フェードイン]
type = BGPalFX
triggerall = var(10) = 10
trigger1 = var(4) = 2
time = 1
add = var(51),var(52),var(53)
IgnoreHitPause = 1

[State 背景消し]
type = AssertSpecial
triggerall = var(10) = 10
trigger1 = root,StateNo = 44801 && time = [160,393]
flag = NoFG
flag2= NoBG
IgnoreHitPause = 1

;樹マークセット-------------------------

[State リング（楕円）大]
Type = Helper
Trigger1 = var(10)=1 && time = 0
Trigger2 = var(10)=2 && time = 0
Trigger3 = var(10)=10&& time = 24
StateNo 		= 44760
ID 				= 44761
name 			= "LingB"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,32,ifelse(var(10)=2,25,78))
IgnoreHitPause = 1
Persistent = 0
[State リング（楕円）小]
Type = Helper
Trigger1 = var(10)=1 && time = 0
Trigger2 = var(10)=2 && time = 0
Trigger3 = var(10)=10&& time = 24
StateNo 		= 44760
ID 				= 44762
name 			= "LingB"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,32,ifelse(var(10)=2,25,78))
IgnoreHitPause = 1
Persistent = 0

[State マークA/十字/○/マークBイクスプロッド用]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=2 && time = 4
Trigger3 = var(10)=10&& time = 26
StateNo 		= 44770
ID 				= 44770
name 			= "+"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,28,ifelse(var(10)=2,23,76))
IgnoreHitPause = 1
Persistent = 0

[State マークC1]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=2 && time = 4
Trigger3 = var(10)=10&& time = 26
StateNo 		= 44780
ID 				= 44781
name 			= "mark C1"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,28,ifelse(var(10)=2,23,76))
IgnoreHitPause = 1
Persistent = 0
[State マークC2]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=2 && time = 4
Trigger3 = var(10)=10&& time = 26
StateNo 		= 44780
ID 				= 44782
name 			= "mark C2"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,28,ifelse(var(10)=2,23,76))
IgnoreHitPause = 1
Persistent = 0

[State マークC1サブ]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=2 && time = 4
Trigger3 = var(10)=10&& time = 26
StateNo 		= 44780
ID 				= 44786
name 			= "mark Csub1"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,28,ifelse(var(10)=2,23,76))
IgnoreHitPause = 1
Persistent = 0
[State マークC2サブ]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=2 && time = 4
Trigger3 = var(10)=10&& time = 26
StateNo 		= 44780
ID 				= 44787
name 			= "mark Csub2"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=1,28,ifelse(var(10)=2,23,76))
IgnoreHitPause = 1
Persistent = 0

;樹マークセット-------------------------

[State デス];子ヘルパアニメ不具合（最悪560）対策　親ヘルパを先に消さない。もしくは本体が親になる。
type = DestroySelf
triggerall = NumExplod(40014) = 0
triggerall = NumHelper(44761) = 0
triggerall = NumHelper(44762) = 0
triggerall = NumHelper(44770) = 0
triggerall = NumHelper(44781) = 0
triggerall = NumHelper(44782) = 0
triggerall = NumHelper(44786) = 0
triggerall = NumHelper(44787) = 0
trigger1 = var(10) = 1 && time > 47
trigger2 = var(10) = 2 && time > 49

trigger3 = var(10) = 10&& var(4) = 1 && var(1) > 256
trigger4 = var(10) = 10&& var(4) = 2 && time > 400
trigger5 = var(10) = 10&& win


;---------------------------------------------------------------------------
;helper 樹マーク用　リング（楕円）
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;var(4)	トランス用フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(1)サイズX
;fvar(2)サイズY

;ID 44761 大
;ID 44762 小

[Statedef 44760]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 44760
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 44500 && root,AnimElemTime(10) < 0
trigger2 = var(10) = 2 && root,StateNo = 44600 && root,AnimElemTime(7) < 0
trigger3 = var(10) = 10&& root,StateNo = 44800 && root,AnimElemTime(26) < 0
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;サイズ-----------------------------
[State 初期サイズ]
type = null
triggerall = time = 0
;10:1.5
trigger1 = var(10) = 1 && IsHelper(44761)
trigger1 = fvar(0) := 0.5
trigger2 = var(10) = 1 && IsHelper(44762)
trigger2 = fvar(0) := 0.25
;10:2
trigger3 = var(10) = 2 && IsHelper(44761)
trigger3 = fvar(0) := 0.5
trigger4 = var(10) = 2 && IsHelper(44762)
trigger4 = fvar(0) := 0.25
;10:2
trigger5 = var(10) = 10&& IsHelper(44761)
trigger5 = fvar(0) := 0.5
trigger6 = var(10) = 10&& IsHelper(44762)
trigger6 = fvar(0) := 0.25

;時間経過サイズ　最大時　大2.0:小XX
;養分吸収↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(44761)
trigger1 = time >= 1
trigger1 = time <= 11
fvar(0) = 1.2/10
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(44762)
trigger1 = time >= 1
trigger1 = time <= 18
fvar(0) = 0.8/17

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 1
Scale = fvar(0),fvar(0)*0.15

;花満開↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 2
trigger1 = IsHelper(44761)
trigger1 = time >= 1
trigger1 = time <= 11
fvar(0) = 1.2/10
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 2
trigger1 = IsHelper(44762)
trigger1 = time >= 1
trigger1 = time <= 18
fvar(0) = 0.75/17

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 2
Scale = fvar(0),fvar(0)*0.2

;禁断の実と花↓↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(44761)
trigger1 = time >= 1
trigger1 = time <= 23
fvar(0) = 1.5/22

[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(44762)
trigger1 = time >= 1
trigger1 = time <= 37
fvar(0) = 0.75/36

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 10
Scale = fvar(0),fvar(0)*0.2
;サイズ-----------------------------

;角度
[State 角度]
type = AngleSet
triggerall = time = 0
trigger1 = var(10) = 1 && IsHelper(44761) && var(2) := -60
trigger2 = var(10) = 1 && IsHelper(44762) && var(2) := 60
trigger3 = var(10) = 2 && IsHelper(44761) && var(2) := -50
trigger4 = var(10) = 2 && IsHelper(44762) && var(2) := 55
trigger5 = var(10) = 10&& IsHelper(44761) && var(2) := -45
trigger6 = var(10) = 10&& IsHelper(44762) && var(2) := 55
value = var(2)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1 && IsHelper(44761) && time >= 13
trigger2 = var(10) = 1 && IsHelper(44762) && time >= 20
trigger3 = var(10) = 2 && IsHelper(44761) && time >= 13
trigger4 = var(10) = 2 && IsHelper(44762) && time >= 20
trigger5 = var(10) = 10&& IsHelper(44761) && time >= 26
trigger6 = var(10) = 10&& IsHelper(44762) && time >= 40
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = time >= 1
trigger2 = time >= 150;保険

;---------------------------------------------------------------------------
;helper 樹マーク用　マークA(メイン)/十字/○/マークBイクスプロッド用
;---------------------------------------------------------------------------
;var(0) トランスS用
;var(1) トランスS用　イクスプロッド用十字
;var(2) 角度
;var(3) トランスS用　イクスプロッド用マークB

;var(4) フェードアウトスイッチ

;var(10)技判別

;fvar(0)サイズXY
;fvar(11)サイズXY　イクスプロッド用十字
;fvar(12)サイズXY　イクスプロッド用○
;fvar(14)サイズXY　イクスプロッド用マークB

[Statedef 44770]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 44720
sprpriority = -3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = Root,facing = -1
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 44500 && root,AnimElemTime(10) < 0
trigger2 = var(10) = 1 && root,StateNo = 44502 && root,AnimElemTime(4) < 0
trigger3 = var(10) = 2 && root,StateNo = 44600 && root,AnimElemTime(7) < 0
trigger4 = var(10) = 10&& root,StateNo = 44800 && root,AnimElemTime(26) < 0
trigger5 = var(10) = 10&& root,StateNo = 44802 && root,AnimElemTime(26) < 0
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

[State マークA　サイズ]
type = VarAdd
trigger1 = var(10) = 1 && time = [1,25]
trigger2 = var(10) = 2 && time = [1,25]
trigger3 = var(10) = 10&& time = [1,64];[1,84]
fvar(0) = 2.2/ifelse(var(10)=10,64,25)
[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)

[State 角度]
type = VarAdd
triggerall = time >= 1
trigger1 = var(10) = 1
trigger2 = var(10) = 2
var(2) = ifelse(time<15,7,5)
[State 角度]
type = VarAdd
triggerall = time >= 1
trigger1 = var(10) = 10
var(2) = ifelse(time<60,10,8)
[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1 && time >= 45
trigger2 = var(10) = 2 && time >= 51
trigger3 = var(10) = 10&& time >= 86
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

;イクスプロッド-------------------------
;========================十字
[State 十字]
type = Explod
Trigger1  = time = 0
Anim 			= 44755
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= ifelse(var(10)=1,28,ifelse(var(10)=2,23,76))
Persistent = 0
ID = 44755

[State 十字　フェードイン]
type = VarAdd
triggerall = var(1) < 256
trigger1 = var(10) = 1 && time = [1,8]
trigger2 = var(10) = 2 && time = [1,8]
trigger3 = var(10) = 10&& time = [1,10]
var(1) = ifelse(var(10)=10,26,32)
[State 十字　フェードアウト]
type = VarAdd
triggerall = var(1) > 0
trigger1 = var(10) = 1 && time > 20
trigger2 = var(10) = 2 && time > 20
trigger3 = var(10) = 10&& time > 44
var(1) = ifelse(var(10)=10,-8,-16)

[State 十字　サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 0.6
[State 十字　サイズ]
type = VarAdd
trigger1 = time = [1,8]
fvar(11) = -0.02
[State 十字　サイズ]
type = VarAdd
trigger1 = var(10) = 1 && time > 8
trigger2 = var(10) = 2 && time > 8
trigger3 = var(10) = 10&& time > 44
fvar(11) = ifelse(var(10)=10,-0.02,-0.001)

[State 十字]
type = ModifyExplod
trigger1 = NumExplod(44755)
ID = 44755
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(1),256

[State 消去　十字]
type = RemoveExplod
triggerall = time >= 1
trigger1 = var(1) <= 0
trigger2 = fvar(11) <= 0
ID = 44755

;========================十字

;========================○
[State ○]
type = Explod
Trigger1  = time = 0
Anim 			= 44710
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
SuperMoveTime 	= ifelse(var(10)=1,28,ifelse(var(10)=2,23,76))
Persistent = 0
ID = 44710

[State ○　時間経過サイズ]
type = VarAdd
trigger1 = var(10) = 1 && time = [1,25]
trigger2 = var(10) = 2 && time = [1,25]
trigger3 = var(10) = 10&& time = [1,64]
fvar(12) = ifelse(var(10)=10,0.45,0.35)/ifelse(var(10)=10,64,25)

[State ○]
type = ModifyExplod
trigger1 = NumExplod(44710)
ID = 44710
scale 			= fvar(12),fvar(12)
trans 			= addalpha
alpha 			= var(0),256

[State 消去　○]
type = RemoveExplod
triggerall = time >= 1
trigger1 = var(0) <= 0
ID = 44710

;========================○

;========================マークB
[State マークB]
type = Explod
Trigger1  = time = 0
Anim 			= 44730
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -3
SuperMoveTime 	= ifelse(var(10)=1,28,ifelse(var(10)=2,23,76))
Persistent = 0
ID = 44730

[State マークB　フェードイン]
type = VarAdd
triggerall = var(3) < 256
trigger1 = var(10) = 1 && time = [1,8]
trigger2 = var(10) = 2 && time = [1,8]
trigger3 = var(10) = 10&& time = [1,10]
var(3) = ifelse(var(10)=10,26,32)
[State マークB　フェードアウト]
type = VarAdd
triggerall = var(3) > 0
trigger1 = var(10) = 1 && time > 50
trigger2 = var(10) = 2 && time > 50
var(3) = -32

[State マークB　サイズ]
type = VarSet
trigger1 = time = 0
fvar(14) = 2.0
[State マークB　サイズ]
type = VarAdd
trigger1 = var(10) = 1 && time = [1,20]
trigger2 = var(10) = 2 && time = [1,12]
trigger3 = var(10) = 10&& time = [1,44]
fvar(14) = -1.0/ifelse(var(10)=1,20,ifelse(var(10)=2,12,44))
[State マークB　サイズ]
type = VarAdd
trigger1 = var(10) = 1 && time > 40
trigger2 = var(10) = 2 && time > 50
trigger3 = var(10) = 10&& time > 80;74
fvar(14) = -0.1

[State マークB]
type = ModifyExplod
trigger1 = NumExplod(44730)
ID = 44730
scale 			= fvar(14),fvar(14)
trans 			= addalpha
alpha 			= var(3),256

[State 消去　マークB]
type = RemoveExplod
triggerall = time >= 1
trigger1 = var(3) <= 0
trigger2 = fvar(14) <= 0
ID = 44730

;========================マークB
;イクスプロッド-------------------------

;デス
[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = var(0) <= 0
trigger1 = NumExplod(44755) = 0
trigger1 = NumExplod(44710) = 0
trigger1 = NumExplod(44730) = 0

;---------------------------------------------------------------------------
;helper 樹マーク用　マークC12サブ12
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド1用
;var(2)	トランス用Sイクスプロッド2用
;var(3)	トランス用Dイクスプロッド2用
;var(4)	フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(11)サイズXYイクスプロッド用

;facingが変わっても同じ向き

[Statedef 44780]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State アニメ];C1
type = ChangeAnim
trigger1 = IsHelper(44781)
value = 44741
IgnoreHitPause = 1
persistent = 0
[State アニメ];C2
type = ChangeAnim
trigger1 = IsHelper(44782)
value = 44742
IgnoreHitPause = 1
persistent = 0

[State アニメ];C sub1
type = ChangeAnim
trigger1 = IsHelper(44786)
value = 44746
IgnoreHitPause = 1
persistent = 0
[State アニメ];C sub2
type = ChangeAnim
trigger1 = IsHelper(44787)
value = 44747
IgnoreHitPause = 1
persistent = 0

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = Root,facing = -1
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 44500 && root,AnimElemTime(10) < 0
trigger2 = var(10) = 1 && root,StateNo = 44502 && root,AnimElemTime(4) < 0
trigger3 = var(10) = 2 && root,StateNo = 44600 && root,AnimElemTime(7) < 0
trigger4 = var(10) = 10&& root,StateNo = 44800 && root,AnimElemTime(26) < 0
trigger5 = var(10) = 10&& root,StateNo = 44802 && root,AnimElemTime(26) < 0
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

[State マークC　サイズ]
type = VarAdd
trigger1 = var(10) = 1 && time = [1,25]
trigger2 = var(10) = 2 && time = [1,25]
trigger3 = var(10) = 10&& time = [1,64]
fvar(0) = ifelse(var(10)=10,2.1,2.2)/ifelse(var(10)=10,64,25)
[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)



[State 角度]
type = VarAdd
triggerall = time >= 1
triggerall = IsHelper(44781) || IsHelper(44786)
trigger1 = var(10) = 1
trigger2 = var(10) = 2
var(2) = ifelse(time<15,7,5)
[State 角度]
type = VarAdd
triggerall = time >= 1
triggerall = IsHelper(44782) || IsHelper(44787)
trigger1 = var(10) = 1
trigger2 = var(10) = 2
var(2) = ifelse(time<15,-5,-3)

[State 角度]
type = VarAdd
triggerall = time >= 1
triggerall = IsHelper(44781) || IsHelper(44786)
trigger1 = var(10) = 10
var(2) = ifelse(time<60,10,8)
[State 角度]
type = VarAdd
triggerall = time >= 1
triggerall = IsHelper(44782) || IsHelper(44787)
trigger1 = var(10) = 10
var(2) = ifelse(time<60,-6,-4)

[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)



;トランス　デス
[State Sトランス]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(44781)
trigger2 = IsHelper(44782)
var(0) = 256
[State Sトランス]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(44786)
trigger2 = IsHelper(44787)
var(0) = 224

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1 && time >= 45
trigger2 = var(10) = 2 && time >= 51
trigger3 = var(10) = 10&& time >= 86
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;禁断の実と花
;---------------------------------------------------------------------------
[Statedef 44800]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0
Anim 		= 44800
SprPriority = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State アルカナフォース展開判定]
type = VarSet
trigger1 = time = 0
var(46) = 2

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State se暗転ほわーん]
type = PlaySnd
trigger1 = time = 20
value = s4,3
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 10
value = s116,6
channel = 0

[State 画面揺れ]
type = EnvShake
trigger1 = time = 12
time = 60;40
freq = 90
ampl = -5
phase = 90

[State 手ビリビリエフェクト]
Type = Helper
Trigger1 = time = 0
StateNo 		= 44808
ID 				= 44808
name 			= "te"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 102
IgnoreHitPause = 1
Persistent = 0

;[State 暗転カットインセット(アルカナブレイズ)]
;Type = Helper
;Trigger1 = time = 0
;Trigger1 = NumHelper(21100) = 0
;StateNo = 21100
;ID = 21100
;name = "Cut_In"
;PosType = left
;Pos = 0,0
;Ownpal = 1
;SprPriority = -2
;IgnoreHitPause = 1
;Persistent = 0
;SuperMoveTime = 999999999999
;PauseMoveTime = 999999999999

[State 暗転　樹マークセット]
Type = Helper
Trigger1 = time = 0
StateNo 		= 44750
ID 				= 44750
name 			= "anten set"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 102
IgnoreHitPause = 1
Persistent = 0

[State 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 102

[State スーパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 102
Movetime = 102
anim = -1
P2DefMul = 1
darken = 0

;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 102
;MoveTime = 102

[State 攻撃判定]
Type = Helper
trigger1 = Animelem = 15
Trigger1 = NumHelper(44810) = 0
StateNo 		= 44810
ID 				= 44810
name 			= "Kindan No Kajithu"
PosType 		= P1
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State ヒット演出へ]
type = ChangeState
trigger1 = NumHelper(44810) = 1
trigger1 = Helper(44810),MoveHit
trigger1 = P2StateNo = 44815
;trigger1 = Helper(44810),StateNo = 44811
value = 44801

[State 0へ]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;禁断の実と花(ヒット時)
;---------------------------------------------------------------------------
[Statedef 44801]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0
SprPriority = 0

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

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State アニメ]
type = ChangeAnim
;trigger1 = NumHelper(44810) >= 1
trigger1 = time < 260
trigger1 = AnimElem = 26
value = anim
Elem = 14

[State ポス]
type = PosSet
trigger1 = time = 38
x = (Pos x - ScreenPos x)+160

[State ポス]
type = PosAdd
trigger1 = time = 38
x = -130

[State カメラ]
type = ScreenBound
trigger1 = AnimElemTime(26) < 0
value = 0
movecamera = 0,0

;[State サイズ]
;type = AngleDraw
;trigger1 = time >= 196
;trigger1 = time <= 196+34
;scale = 0.0147*(time -196)+0.5,0.0147*(time -196)+0.5
;[State サイズ]
;type = AngleDraw
;trigger1 = time > 196+34
;scale = 1.0,1.0

[State 透明]
Type = AssertSpecial
Trigger1 = time = [38,242]
Flag = Noshadow
Flag2 = invisible
IgnoreHitPause = 1

[State トランス]
type = Trans
trigger1 = time = [242,250]
trans = addalpha
alpha = (time -242)*16,256-(time -242)*16
IgnoreHitPause = 1
persistent = 1

[State 0へ]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;helper 禁断の実と花　手ビリビリエフェクト
;---------------------------------------------------------------------------
;var(4)	消滅フラグ
;var(5)	ポスX
;var(6)	ポスY

[Statedef 44808]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000	;41808
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 色　緑]
type = PalFX
trigger1 = 1
add = -100,0,-50
time = 1
color = 0

[State 消滅フラグ]
type = VarSet
trigger1 = root,StateNo != 44800
trigger1 = root,StateNo != 44801
trigger2 = root,StateNo = 44800 && root,AnimElemTime(18) >= 0
trigger3 = root,StateNo = 44801 && root,AnimElemTime(18) >= 0
var(4) = 1
persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 1;0f目にPalFxが効かないのでtime=1から
value = 41808
Persistent = 0

[State 消滅アニメ]
type = ChangeAnim
trigger1 = var(4) = 1
value = 41809
persistent = 0

;ポス-----------------------------

[State ポスXY]
type = null
trigger1 = root,AnimElem = 1
trigger1 = var(5) := -2
trigger1 = var(6) := -70
trigger2 = root,AnimElem = 2
trigger2 = var(5) := -21
trigger2 = var(6) := -90
trigger3 = root,AnimElem = 3
trigger3 = var(5) := -23
trigger3 = var(6) := -100
trigger4 = root,AnimElem = 4
trigger4 = var(5) := -18
trigger4 = var(6) := -95
trigger5 = root,AnimElem = 5
trigger5 = var(5) := -2
trigger5 = var(6) := -70
trigger6 = root,AnimElem = 6
trigger6 = var(5) := -13
trigger6 = var(6) := -80
trigger7 = root,AnimElem = 7
trigger7 = var(5) := 3
trigger7 = var(6) := -90
trigger8 = root,AnimElem = 8
trigger8 = var(5) := 9
trigger8 = var(6) := -123
trigger9 = root,AnimElem = 9
trigger9 = var(5) := -13
trigger9 = var(6) := -80
trigger10= root,AnimElem = 10
trigger10= var(5) := -2
trigger10= var(6) := -70
trigger11= root,AnimElem = 11
trigger11= var(5) := -21
trigger11= var(6) := -90
trigger12= root,AnimElem = 12
trigger12= var(5) := -23
trigger12= var(6) := -100
trigger13= root,AnimElem = 13
trigger13= var(5) := -18
trigger13= var(6) := -95
trigger14= root,AnimElem = 14
trigger14= var(5) := 39
trigger14= var(6) := -87
IgnoreHitPause = 1

[State ポス]
type = PosSet
trigger1 = root,StateNo = 44800 && root,AnimElemTime(18) < 0
trigger2 = root,StateNo = 44801 && root,AnimElemTime(18) < 0
x = root,Pos X + var(5)*root,facing
y = root,Pos Y + var(6)
IgnoreHitPause = 1
persistent = 1

;ポス-----------------------------

[State デス]
Type = DestroySelf
trigger1 = anim = 41809
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;helper 禁断の実と花(攻撃判定)
;---------------------------------------------------------------------------
[Statedef 44810]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
Anim 		= 44810
SprPriority = 2

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

;[State アタックディスト]
;type = AttackDist
;trigger1 = 1
;value = 0

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerall = NumEnemy > 0
triggerall = AnimElemTime(5) >= 0
triggerall = AnimElemTime(6) <  0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
triggerall = AnimElemTime(5) >= 0
triggerall = AnimElemTime(6) <  0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = AnimElemTime(5) >= 0
triggerall = AnimElemTime(6) <  0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-45-(EnemyNear,Const(Size.Ground.Front)), 45+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-50, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Pos 			= 0, -50
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = AnimElemTime(5) >= 0
triggerall = AnimElemTime(6) <  0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-45-(EnemyNear,Const(Size.Ground.Front)), 45+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-50, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Pos 			= 0, -50
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = AnimElemTime(5) >= 0
triggerall = AnimElemTime(6) <  0
triggerall = MoveType = I
triggerall = NumEnemy > 0
trigger1 = P2Dist X = [-45-(EnemyNear,Const(Size.Ground.Front)), 45+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-50, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(5) >= 0
triggerall = AnimElemTime(6) <  0
triggerall = MoveType = I
triggerall = NumEnemy > 0
triggerall = (EnemyNear,StateNo) = [100,119]
trigger1 = P2Dist X = [-45-(EnemyNear,Const(Size.Ground.Front)), 45+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-50, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 2
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 3
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State ポス]
type = PosAdd
trigger1 = time = 0
x = root,P2Dist X
y = 10

[State 攻撃　禁断の実と花]
type = HitDef
trigger1 = AnimElem = 5
;attr 				= C,HT
attr 				= S, HT
;attr 				= S, HP
damage 				= 0,0
animtype 			= Hard
getpower 			= 0,0
givepower 			= 30,30
guardflag 			= M;A
hitflag 			= M;AF
priority 			= 7,Hit
hitsound 			= s5,10
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= Low

pausetime 			= 0,15
ground.slidetime 	= 18
ground.hittime 		= 20
air.hittime 		= 24

ground.velocity 	= -5,0

fall 				= 1
fall.recover 		= 0
P2facing 			= 1

ID 					= 44810

[State カメラ]
type = ScreenBound
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = !Target(44810),IsHelper
triggerall = NumTarget(44810)
Triggerall = NumHelper(44850) = 0
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 1
movecamera = 1,0

[State 禁断の実と花(演出)]
Type = Helper
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = !Target(44810),IsHelper
triggerall = NumTarget(44810)
Triggerall = NumHelper(44850) = 0
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
StateNo 		= 44850
ID 				= 44850
name 			= "ensyutu"
PosType 		= left
Pos 			= 0,0
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 相手ロック]
type = TargetState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = NumTarget(44810)
triggerall = !Target(44810),IsHelper
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 44815
ID = 44810
IgnoreHitPause = 1
persistent = 0

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0
;補正等々--------

;ヒットスパーク--------------------
[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x),floor(p2dist y) -30
facing 			= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State フェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -8

[State フェードアウトスイッチ]
type = VarSet
trigger1 = NumTarget(44810) = 0
trigger1 = Time > 40
trigger2 = Time > 50
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256-var(0)
IgnoreHitPause = 1
persistent = 1

[State デス]
type = DestroySelf
trigger1 = var(0) <= 0

[State 落下する実]
type = ChangeState
trigger1 = NumTarget(44810)
trigger1 = Time > 42
value = 44811

;---------------------------------------------------------------------------
;helper 禁断の実と花(落下する実)
;---------------------------------------------------------------------------
[Statedef 44811]
type 		= A
MoveType 	= A
physics 	= N
anim 		= 44811
ctrl 		= 0
sprpriority = 27

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

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State ポス]
type = PosSet
trigger1 = time = 0
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+15
IgnoreHitPause = 1
Persistent = 1

[State ポス]
type = PosAdd
trigger1 = time = [110,119]
y = 1
IgnoreHitPause = 1

[State ポス];シェイクX
type = PosAdd
trigger1 = time = [120,138]
trigger1 = time%6 = 0
x = ifelse(time>128,2,1)
[State ポス];シェイクX
type = PosAdd
trigger1 = time = [120,138]
trigger1 = time%6 = 3
x = ifelse(time>128,-2,-1)

[State ポス];シェイクY
type = PosAdd
trigger1 = time = [138,165]
trigger1 = time%6 = 3
y = ifelse(time>150,3,2)
[State ポス];シェイクY
type = PosAdd
trigger1 = time = [138,165]
trigger1 = time%6 = 0
y = ifelse(time>150,-3,-2)


[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0

[State サイズ]
type = VarAdd
trigger1 = time = [166,200]
fvar(0) = 0.0294

[State サイズ]
type = VarSet
trigger1 = time = 201
fvar(0) = 2.0

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)

[State 加速]
type = VelAdd
;trigger1 = time >= 160
trigger1 = time > 165
y = 0.21;0.45

[State 速度　バウンド]
type = VelSet
trigger1 = time > 165
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
trigger1 = var(4) := 1
y = -4


[State se発射ぼよん]
type = PlaySnd
trigger1 = time = 56
value = s53,2
;channel = 1
[State se打]
type = PlaySnd
trigger1 = time = 66
trigger2 = time = 84
trigger3 = time = 106
trigger4 = time = 119
value = s5,5
FreqMul = 1.1
;channel = 3
[State se実ヒット]
type = PlaySnd
trigger1 = time = 209
value = s53,3
;channel = 3

[State ヒット数]
type = HitAdd
triggerall = NumTarget(44810)
trigger1 = time = 66
trigger2 = time = 84
trigger3 = time = 106
trigger4 = time = 119
trigger5 = time = 209
value = 1
IgnoreHitPause = 1

[State 攻撃ライフ　2〜5hits]
type = TargetLifeAdd
triggerall = NumTarget(44810)
trigger1 = time = 66
trigger2 = time = 84
trigger3 = time = 106
trigger4 = time = 119
;value = -Ceil((root,FVar(10)*39)*const(data.attack)/100);1030
value = -Ceil((root,FVar(10)*38)*const(data.attack)/100);1000
ID = 44810
kill = 0
absolute = 0
IgnoreHitPause = 1
[State 攻撃ライフ　実]
type = TargetLifeAdd
triggerall = NumTarget(44810)
trigger1 = time = 209
;value = -Ceil((root,FVar(10)*234)*const(data.attack)/100);6180
value = -Ceil((root,FVar(10)*227)*const(data.attack)/100);6000
ID = 44810
kill = 1
absolute = 0
IgnoreHitPause = 1
persistent = 0

[State 攻撃パワー　2〜5hits]
type = TargetPowerAdd
triggerall = NumTarget(44810)
trigger1 = time = 66
trigger2 = time = 84
trigger3 = time = 106
trigger4 = time = 119
value = 10
ID = 44810
IgnoreHitPause = 1
persistent = 1
[State 攻撃パワー　実]
type = TargetPowerAdd
triggerall = NumTarget(44810)
trigger1 = time = 209
value = 50
ID = 44810
IgnoreHitPause = 1
persistent = 0

;補正等々--------

[State 超必殺技KO勝利演出]
type = ParentVarSet
;trigger1 = MoveHit
Trigger1 = time = 209
Trigger1 = RoundState = 2
var(34) = 5
IgnoreHitPause = 1
Persistent = 0

[State KOスローなし]
Type = AssertSpecial
Trigger1 = time >= 209
flag = nokoslow

;補正等々--------

[State 透明]
Type = AssertSpecial
Trigger1 = var(4) = 1
Flag = invisible
IgnoreHitPause = 1

[State 画面揺れ]
type = EnvShake
;trigger1 = var(4) = 1
trigger1 = time = 209
time = 3-0;40
freq = 90
ampl = -5
phase = 90
Persistent = 0

[State バウンド見た目]
type = Explod
trigger1 = var(4) = 1
Anim 			= 44812
PosType 		= P1
Vel 			= 0,-2.5
Accel 			= 0,0.4
Scale 			= fvar(0)*0.5,fvar(0)*0.5
SprPriority 	= 27
SuperMoveTime 	= 1
IgnoreHitPause = 1
persistent = 0

[State ホコリ5]
Type = Helper
trigger1 = var(4) = 1
StateNo 		= 20994
ID 				= 20994
name 			= "Dust5"
PosType 		= P1
size.xscale 	= 0.5
size.yscale 	= 0.5
SuperMoveTime 	= 10
IgnoreHitPause = 1
Persistent = 0

;[State ダスト]
;type = null;Explod
;trigger1 = var(4) = 1
;Anim 			= 44814
;PosType 		= P1
;Scale 			= 0.6,0.6
;SprPriority 	= 28
;SuperMoveTime 	= 20
;IgnoreHitPause = 1
;persistent = 0

;トランス　デス
;[State Sトランス]
;type = VarSet
;trigger1 = time = 0
;var(0) = 256

;[State フェードアウト]
;type = VarAdd
;trigger1 = var(4) = 1
;var(0) = -16
;IgnoreHitPause = 1
;persistent = 1

;[State トランス]
;type = Trans
;trigger1 = 1
;trans = addalpha
;alpha = var(0),256-var(0)
;IgnoreHitPause = 1
;persistent = 1

[State デス]
type = DestroySelf
trigger1 = NumHelper(44850) = 0
trigger1 = NumHelper(20994) = 0


;---------------------------------------------------------------------------
;禁断の実と花(喰らった相手)
;---------------------------------------------------------------------------
[Statedef 44815]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0
sprpriority = 28

[State アニメ]
type = ChangeAnim
Trigger1 = Time < 175
value = 5050

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

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

[State ポス]
type = PosSet
trigger1 = time <= 94-6
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+230

[State ポス]
type = PosAdd
trigger1 = time = 94-6
x = ifelse(Facing = -1,30,-30)

[State 透明]
Type = AssertSpecial
Trigger1 = time <= 88
Flag = invisible
IgnoreHitPause = 1

[State ターン]
type = Turn
trigger1 = time = 88 && Facing = -1
trigger2 = time = 98
trigger3 = time = 116
trigger4 = time = 138
trigger5 = time = 152 && P2Dist X <= 0

[State 速度　発射待期]
type = VelSet
trigger1 = time < 88
x = 0
y = 0

[State 速度　つぼみ〜葉]
type = VelSet
trigger1 = time = 88
x = -8.75
y = -6.875

[State 速度　葉〜花]
type = VelSet
trigger1 = time = 98
x = -12.42
y = -4.025

[State 速度　花〜なにこれ]
type = VelSet
trigger1 = time = 116
x = -7.8
y = 4.7

[State 速度　なにこれ〜実]
type = VelSet
trigger1 = time = 138
x = -4.5
y = -11.0
[State 速度　実〜地面]
type = VelSet
trigger1 = time = 152
x = 0
y = 6.9

;アニメ
;5100 地面激突
;5160 バウンド
;5170 バウンド接地
;5110 ダウン待期
;実ヒット
;5035 上昇
;5050 下降
;5110 ダウン待期

[State 地面激突]
type = ChangeAnim
trigger1 = time = [175,177]
value = 5100
[State ポス]
type = PosSet
trigger1 = Anim = 5100
y = 0

[State バウンド]
type = ChangeAnim
trigger1 = time = 178
value = 5160
[State バウンド]
type = VelSet
trigger1 = time = 178
y = -4
[State バウンド]
type = VelAdd
trigger1 = Anim = 5160
y = .4

[State 実ヒットバウンド]
type = ChangeAnim
trigger1 = time = 241
value = 5050
[State 実ヒットバウンド]
type = VelSet
trigger1 = time = 241
y = -3
[State 実ヒットバウンド]
type = VelAdd
triggerall = time > 241
trigger1 = Anim = 5050
y = .4

[State バウンド接地]
type = ChangeAnim
trigger1 = time >= 178
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 5170
[State seダウン]
type = PlaySnd
trigger1 = Anim = 5170 && AnimElemTime(1) = 1
value = F7,0
;Persistent = 0

[State ダウン待期]
type = ChangeAnim
trigger1 = time >= 178
trigger1 = Anim = 5170 && AnimTime = 0
value = 5110

[State 速度]
type = VelSet
trigger1 = Anim = 5110
trigger2 = Anim = 5170
x = 0
y = 0
[State ポス]
type = PosSet
trigger1 = Anim = 5110
trigger2 = Anim = 5170
y = 0

[State サイズ]
type = AngleDraw
trigger1 = time < 196
scale = 0.5,0.5
[State サイズ]
type = AngleDraw
trigger1 = time >= 196
trigger1 = time <= 196+34
scale = 0.0147*(time -196)+0.5,0.0147*(time -196)+0.5
[State サイズ]
type = AngleDraw
trigger1 = time > 196+34
scale = 1.0,1.0

[State 表示優先度]
type = SprPriority
trigger1 = time > 200
value = 1
[State 影無し]
Type = AssertSpecial
Trigger1 = time < 200
Flag = Noshadow
IgnoreHitPause = 1

[State カメラ]
type = ScreenBound
trigger1 = time = [89,300]
value = 0
movecamera = 0,0


[State ステ返す]
type = SelfState
trigger1 = !Alive
trigger1 = time >= 270
value = 5150
[State ステ返す]
type = SelfState
trigger1 = Alive
trigger1 = time >= 320
value = 5120

;---------------------------------------------------------------------------
;helper 禁断の実と花(演出)
;---------------------------------------------------------------------------
;var(1)	トランス用D										イクスプロッドトランス用
;var(15)子ヘルパ PosX用1
;var(16)子ヘルパ PosY用1

;SprPriority

;25		背景		ヘルパ本体
;26		茎1			explod
;26		茎2			explod
;29		つぼみ		explod
;27		葉			explod
;27		花			explod
;27		なにこれ	explod
;27		花　最後	explod

;28		相手

;30		黒バック	explod

[Statedef 44850]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 44850
SprPriority = 25

[State 影無し　背景消し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
;Flag2 = NoBG
;Flag3 = NoFG
IgnoreHitPause = 1

[State ポス]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)
y = (Pos y - ScreenPos y)
IgnoreHitPause = 1
Persistent = 1

;[State サイズ]
;type = AngleDraw
;trigger1 = time > 15
;Scale = 1,1

;イクスプロッド-------------------------
[State 演出黒バック]
type = Explod
Trigger1  = time = 12
Anim 			= 12001
PosType 		= P1
BindTime 		= -1
Scale 			= 100,100
SprPriority 	= 30
Persistent = 0
ID = 44860

[State Dトランス]
type = VarSet
trigger1 = time = 0
var(1) = 256

[State Dフェードイン]
type = VarAdd
trigger1 = time = [12,28]
var(1) = -16

[State Dフェードイン]
type = VarAdd
trigger1 = time >= 40
var(1) = 10

[State 黒バック]
type = ModifyExplod
trigger1 = NumExplod(44860)
ID = 44860
trans 			= addalpha
alpha 			=256,var(1)

[State 消去　黒バック]
type = RemoveExplod
trigger1 = var(1) > 256
trigger2 = Time = 200;189
ID = 44860


[State エフェ1　茎1]
type = Explod
trigger1 = time = 38
Anim 			= 44851
PosType 		= Left
Pos 			= 160,240
Scale 			= 0.5,0.5
SprPriority 	= 26
IgnoreHitPause = 1
ID = 44850
[State エフェ2　茎]
type = Explod
trigger1 = time = 38
Anim 			= 44852
PosType 		= Left
Pos 			= 160,240
Scale 			= 0.5,0.5
SprPriority 	= 26
IgnoreHitPause = 1
ID = 44850

[State エフェ3　つぼみ発射]
type = Explod
trigger1 = time = 38
Anim 			= 44853
PosType 		= Left
Pos 			= 160,240
Scale 			= 0.5,0.5
SprPriority 	= 29
IgnoreHitPause = 1
ID = 44850
[State エフェ4　葉]
type = Explod
trigger1 = time = 38
Anim 			= 44854
PosType 		= Left
Pos 			= 20,140
Scale 			= 0.5,0.5
SprPriority 	= 27
IgnoreHitPause = 1
ID = 44850
[State エフェ5　花]
type = Explod
trigger1 = time = 38
Anim 			= 44855
PosType 		= Left
Pos 			= 280,50
Scale 			= 0.5,0.5
SprPriority 	= 27
IgnoreHitPause = 1
ID = 44850
[State エフェ6　なにこれ]
type = Explod
trigger1 = time = 38
Anim 			= 44856
PosType 		= Left
Pos 			= 80,220
Scale 			= 0.5,0.5
SprPriority 	= 27
IgnoreHitPause = 1
ID = 44850

[State 消去]
type = RemoveExplod
trigger1 = Time = 200;189
ID = 44850

[State エフェ7　最後の花]
type = Explod
trigger1 = !Win
trigger1 = time = 270
Anim 			= 44857
PosType 		= P2
Pos 			= floor(enemynear,Const(size.head.pos.Y)/2.7),-5
Scale 			= 0.5,0.5
SprPriority 	= 3
IgnoreHitPause = 1
[State エフェ8　最後の花KO時]
type = Explod
trigger1 = Win
trigger1 = time = 270
Anim 			= 44858
PosType 		= P2
Pos 			= floor(enemynear,Const(size.head.pos.Y)/2.7),-5
facing 			= -1
Scale 			= 0.5,0.5
SprPriority 	= 3
IgnoreHitPause = 1

;イクスプロッド-------------------------

;[State seぼよん]
;type = PlaySnd
;trigger1 = time = 85
;trigger2 = time = 98
;trigger3 = time = 116
;trigger4 = time = 138
;trigger5 = time = 151
;value = s53,2
;channel = 1

;ヒットスパーク--------------------
[State ポス用]
type = null
trigger1 = time = 98
trigger1 = var(15) := 35
trigger1 = var(16) := -85
trigger2 = time = 116
trigger2 = var(15) := 270
trigger2 = var(16) := -160
trigger3 = time = 138
trigger3 = var(15) := 80
trigger3 = var(16) := -50
trigger4 = time = 151
trigger4 = var(15) := 160
trigger4 = var(16) := -200

[State 必殺　打スパーク]
Type = Helper
triggerall = root,var(51) >= 1
trigger1 = time = 98  ;66
trigger2 = time = 116 ;84
trigger3 = time = 138 ;106
trigger4 = time = 151 ;119
StateNo 		= ifelse(root,var(51)=1,20300,ifelse(root,var(51)=2,20400,20400))
ID 				= 44800
name 			= "Hit_Spark"
PosType 		= left
Pos 			= var(15),var(16)
Size.xscale 	= 0.25
Size.yscale 	= 0.25
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

;ヒットスパーク--------------------

[State se相手地面激突音]
type = PlaySnd
trigger1 = time = 175
value = s0,6
channel = 1

[State トランス]
type = Trans
trigger1 = time < 200
trans = add

[State 透明]
Type = AssertSpecial
Trigger1 = time >= 200
Flag = invisible

[State デス]
type = DestroySelf
trigger1 = Time = 300;189

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;46000
;風テンペスタス

;---------------------------------------------------------------------------
;ヴェロクス(風属性技)
;---------------------------------------------------------------------------
[Statedef 46010]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
VelSet 		= 0,0

[State アニメ]
type = ChangeAnim
Trigger1 = Time = 0
value = 44

[State 色]
type = PalFX
trigger1 = 1
add = 0,96,96
time = 1

[State seホエーウ]
type = PlaySnd
trigger1 = time = 0
value = s55,1

[State エフェクト]
type = Helper
trigger1 = time = 10
StateNo 		= 46011
ID 				= 46011
name 			= "Verokus"
PosType 		= P1
Pos 			= 0,-45
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 速度]
type = VelSet
trigger1 = var(47) = 0 && time = 10
trigger2 = var(47) && time = 7
y = 15
IgnoreHitPause = 1
persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = var(47) = 0 && time = 10
trigger2 = var(47) && time = 7
Physics = A
IgnoreHitPause = 1
persistent = 0

[State 着地へ]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

;---------------------------------------------------------------------------
;helper ヴェロクス(エフェクト1)
;---------------------------------------------------------------------------
;fvar(2)サイズY

[Statedef 46011]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 46011
sprpriority = 7

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State ポス]
type = PosSet
trigger1 = 1
y = Parent,Pos Y-120

[State サイズY]
type = VarAdd
trigger1 = 1
fvar(2) = 0.05

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5+fvar(2)

[State エフェクト2.1]
type = Explod
Trigger1 = time = 0
Anim 			= 46012
PosType 		= P1
Pos 			= 15,-30
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 7
IgnoreHitPause = 1
ID = 46012
[State エフェクト2.2]
type = Explod
Trigger1 = time = 0
Anim 			= 46012
PosType 		= P1
Pos 			= -15,-30
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 7
IgnoreHitPause = 1
Persistent = 0
ID = 46012

[State エフェクト2サイズ]
type = ModifyExplod
trigger1 = NumExplod(46012)
ID = 46012
scale = 0.5,0.5+fvar(2)
IgnoreHitPause = 1
Persistent = 1

[State エフェクト2消去]
type = RemoveExplod
trigger1 = root,stateno != 46010
ID = 46012
IgnoreHitPause = 1

[State トランス]
type = Trans
trigger1 = 1
trans = add

[State デス]
type = DestroySelf
trigger1 = root,stateno != 46010

;---------------------------------------------------------------------------
;スクトゥム(風属性技)
;---------------------------------------------------------------------------
[Statedef 46020]
type 		= U
movetype 	= I
physics 	= U
ctrl 		= 0
VelSet 		= 0,0
Anim 		= 364

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

[State 色]
type = PalFX
trigger1 = anim = 364
add = -10,76,96
time = 1

[State se風]
type = PlaySnd
trigger1 = time = 0
value = s55,1

[State エフェクト1]
type = Explod
trigger1 = time = 0
Anim 			= 46021
PosType 		= P1
Pos 			= 10,-55
Scale 			= 0.5,0.5
SprPriority 	= 8
IgnoreHitPause = 1
[State エフェクト2]
type = Explod
trigger1 = time = 0
Anim 			= 46022
PosType 		= P1
Pos 			= 10,-55
Scale 			= 0.5,0.5
SprPriority 	= 8
IgnoreHitPause = 1

[State 押し返し用ヘルパー]
type = Helper
trigger1 = time = 0
StateNo 		= 46025
ID 				= 46025
name 			= "Skutum"
PosType 		= P2
Pos 			= enemynear,const(size.ground.front)+25,0
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
Triggerall = StateType = A
Trigger1 = var(47) = 0 && time = 16
Trigger2 = var(47) && time = 14
value = 41
Elem = 4
[State 状態]
type = StateTypeSet
Trigger1 = var(47) = 0 && time = 16
Trigger2 = var(47) && time = 14
Physics 	= A
[State コントロール]
type = CtrlSet
Trigger1 = Anim = 41
value = 1

[State 0へ]
type = ChangeState
triggerall = StateType != A
Trigger1 = var(47) = 0 && time >= 16
Trigger2 = var(47) && time >= 14
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;helper スクトゥム(押し返し)
;---------------------------------------------------------------------------
[Statedef 46025]
type = A
MoveType = I
physics = N
anim = 46025
ctrl = 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 速度]
type = VelSet
trigger1 = time >= 1
x =-15
IgnoreHitPause = 1
Persistent = 1

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 1

[state 押し判定]
type = Width
trigger1 = 1
player = 3,0
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = time >= 15

;---------------------------------------------------------------------------
;シキリス
;---------------------------------------------------------------------------
[Statedef 46100]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,46101,46100)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(7) < 0
triggerall = statetype = A
trigger1 = time >= 1
trigger1 = time%60 = 0
x = 0.9
y = 0.9

[State voice]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s115,0+random%3
channel = 0
Persistent = 0

[State 風　手元マーク]
Type = Helper
trigger1 = AnimElemTime(4) = 0
StateNo 		= 46150
ID 				= 46150
name 			= "Efect"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0

[State 足元エフェクト]
Type = Helper
trigger1 = AnimElemTime(4) = 0
trigger1 = statetype = A
StateNo 		= 20900
ID 				= 46101
name 			= "ring"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0

[State シキリス　飛び道具]
Type = Helper
trigger1 = AnimElemTime(4) = 0;time = 22
StateNo 		= 46110
ID 				= 46110
name 			= "Shikiris"
PosType 		= P1
Pos 			= 45,-87-(15*statetype=A)
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中シキリス　状態]
type = StateTypeSet
trigger1 = (Anim = 46101 || Anim = 46106) && AnimElemTime(8) = 0
Physics = A

[State 空中シキリス　コントロール]
type = CtrlSet
trigger1 = (Anim = 46101 || Anim = 46106) && AnimElemTime(8) = 0
value = 1

[State 空中シキリス　ポスY限界]
type = PosSet
trigger1 = (Anim = 46101 || Anim = 46106) && AnimElemTime(8) <= 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中シキリス　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 46101 || Anim = 46106)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上シキリス終了　0へ]
type = ChangeState
trigger1 = (Anim = 46100 || Anim = 46105) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper シキリス(飛び道具)
;---------------------------------------------------------------------------
[Statedef 46110]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 46110
sprpriority = 3
VelSet 		= 5,0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerAll = NumEnemy > 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-11, 11-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-11, 11-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-11, 11-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-11, 11-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State seフォーン]
type = PlaySnd
trigger1 = time%15 = 0
value = s55,0

[State 加速X]
type = VelAdd
trigger1 = time >= 35
trigger1 = parentdist X < 0
x = -0.2
[State 加速X]
type = VelAdd
trigger1 = time >= 35
trigger1 = parentdist X > 0
x = 0.2

[State 速度X　最大]
type = VelSet
trigger1 = time >= 35
trigger1 = Vel X < -8
x = -5
[State 速度X　最大]
type = VelSet
trigger1 = time >= 35
trigger1 = Vel X > 8
x = 5

[State 速度Y]
type = VelSet
trigger1 = time >= 60
y = 3*((ParentDist Y-50)/(abs(ParentDist X)+abs(ParentDist Y-50)+0.0000001))

[State 加速Y]
type = VelAdd
triggerall = time >= 50
triggerall = vel Y < 1
trigger1 = parentdist Y > 100
trigger1 = Root,StateType != C
trigger2 = parentdist Y > 50
trigger2 = Root,StateType = C
y = 0.2
[State 加速Y]
type = VelAdd
triggerall = time >= 50
triggerall = vel Y > -1
trigger1 = parentdist Y < 50
trigger1 = Root,StateType != C
trigger2 = parentdist Y < 0
trigger2 = Root,StateType = C
y = -0.2

[State 攻撃　シキリス]
type = HitDef
trigger1 = 1
attr 				= A, SP
damage 				= Ceil(root,FVar(10)*57),Ceil(root,FVar(10)*6)
animtype 			= Hard
getpower 			= 0,0
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 1,Hit
hitsound 			= s5,1
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,8
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 0,8
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -4
air.velocity 		= -2.2,-6.2
airguard.velocity 	= -1.1,-4.3

yaccel 				= 0.44
Air.fall 			= 1
fall.recovertime	= Ceil(root,fvar(20)*30+8)

guard.kill 			= 0

PalFX.Time 			= 40
PalFX.Add 			= 0,96,96
PalFX.SinAdd 		= 0,-96,-96,120

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.87
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 1
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

[State 無敵　投]
type = NotHitBy
trigger1 = 1
time = 1
value = , AT

[State 打・飛び道具に当たる]
type = HitBy
trigger1 = 1
value = SCA, AA, AP
time = 1

[State 飛び道具の相殺]
type = HitOverride
trigger1 = Time >= 1
attr = SCA, AP
stateno = 46111
slot = 1
time = 1
IgnoreHitPause = 1
[State 打撃の反射]
type = HitOverride
trigger1 = Time >= 1
attr = SCA,  AA
stateno = 46115
slot = 2
time = 1
IgnoreHitPause = 1

[State 相手にヒット・本体ダメージ　消滅へ]
type = ChangeState
trigger1 = MoveContact
trigger2 = Root,MoveType = H && (Root,StateNo != [150,159])
value = 46111

[State 本体と接触　消滅へ]
type = ChangeState
trigger1 = Root,StateType != C
trigger1 = Rootdist x = [-25,25]
trigger1 = Rootdist y = [0,100]
trigger2 = Root,StateType = C
trigger2 = Rootdist x = [-25,25]
trigger2 = Rootdist y = [0,50]
value = 46112

;---------------------------------------------------------------------------
;helper シキリス(飛び道具)相手にヒット・本体ダメージ/ガード　消滅
;---------------------------------------------------------------------------

[Statedef 46111]
type = A
movetype = I
physics = N
VelSet = 0,0
Anim = 46111
ctrl = 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ヒットエフェクト]
type = Explod
Trigger1 = time = 0
anim = 46112+random%2
PosType 		= P1
Scale 			= 0.5, 0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State デス]
type = DestroySelf
trigger1 = Time >= 30
trigger2 = AnimTime = 0

;---------------------------------------------------------------------------
;helper シキリス(飛び道具)本体と接触　消滅
;---------------------------------------------------------------------------
[Statedef 46112]
type = A
movetype = I
physics = N
VelSet = 0,0
Anim = 46111
ctrl = 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State デス]
type = DestroySelf
trigger1 = Time >= 10
trigger2 = AnimTime = 0

;---------------------------------------------------------------------------
;helper シキリス(飛び道具反射)
;---------------------------------------------------------------------------

[Statedef 46115]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 46115
sprpriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 進行方向/速度]
type = null
triggerall = Time = 0
trigger1 = 1 || fvar(21) := random%30 + 165
trigger1 = 1 || fvar(22) := cos(fvar(21)*pi/180)
trigger1 = 1 || fvar(23) := sin(fvar(21)*pi/180)
trigger1 = 1 || fvar(24) := 10

[State 速度]
type = VelSet
trigger1 = time = 0
x =  fvar(22)*fvar(24)*ifelse(P2Dist X<0,-1,1)
y = -fvar(23)*fvar(24)

;[State 玉見た目]
;type = Explod
;trigger1 = time = 0
;Anim 			= 46115
;PosType 		= P1
;Vel 			= fvar(22)*fvar(24)*ifelse(P2Dist X<0,-1,1),-fvar(23)*fvar(24)
;RemoveTime 		= 120
;Scale 			= 0.5,0.5
;SprPriority 	= 2
;IgnoreHitPause = 1
;Persistent = 0

;[State デス]
;type = DestroySelf
;trigger1 = time >= 1

[State デス]
type = DestroySelf
trigger1 = time >= 60
trigger2 = FrontEdgeDist <= -30
trigger3 = BackEdgeDist <= -30

;---------------------------------------------------------------------------
;helper シキリス　風　手元マーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(1)	トランス用D
;var(4)	フェードアウトスイッチ

[Statedef 46150]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 46704;46105
sprpriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポス]
Type = PosSet
trigger1 = root,StateNo = 46100
trigger1 = root,AnimElemTime(7) < 0
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = 0.25,0.6

;トランス　デス
[State Dトランス]
type = VarSet
trigger1 = time = 0
var(1) = 256

[State Sフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = time <= 3
var(0) = 64
[State Dフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = time <= 3
var(1) = -16

[State フェードアウトスイッチ]
type = VarSet
trigger1 = time > 15
trigger2 = root,MoveType = H
trigger3 = root,AnimElemTime(7) = 0
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32
[State Dフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(1) = 8

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),var(1)

[State デス]
type = DestroySelf
trigger1 = var(0) < 0

;---------------------------------------------------------------------------
;ヴェルテクス
;---------------------------------------------------------------------------
[Statedef 46200]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,46201,46200)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(8) < 0
triggerall = statetype = A
trigger1 = time >= 1
trigger1 = time%60 = 0
x = 0.9
y = 0.9

[State voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s115,0+random%3
channel = 0
Persistent = 0

[State 足元エフェクト]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
trigger1 = statetype = A
StateNo 		= 20900
ID 				= 46201
name 			= "ring"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0

[State 風　手元マーク]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 46250
ID 				= 46250
name 			= "Efect"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0

[State ヴェルテクス飛び道具]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 		= 46210
ID 				= 46210
name 			= "Veltekus"
PosType 		= P1
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 空中ヴェルテクス　状態]
type = StateTypeSet
trigger1 = (Anim = 46201 || Anim = 46206) && AnimElemTime(9) = 0
Physics = A

[State 空中ヴェルテクス　コントロール]
type = CtrlSet
trigger1 = (Anim = 46201 || Anim = 46206) && AnimElemTime(9) = 0
value = 1

[State 空中ヴェルテクス　ポスY限界]
type = PosSet
trigger1 = (Anim = 46201 || Anim = 46206) && AnimElemTime(9) <= 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中ヴェルテクス　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 46201 || Anim = 46206)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上ヴェルテクス終了　0へ]
type = ChangeState
trigger1 = (Anim = 46200|| Anim = 46205) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper ヴェルテクス飛び道具
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(38)ヒット判別
;fvar(0)サイズXY

[Statedef 46210]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 46210
SprPriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;グレイズ-------------------------
[State グレイズ有効条件]
triggerall = Anim = 46210
type =  StateTypeSet
triggerAll = NumEnemy > 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerall = Anim = 46210
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
triggerall = Anim = 46210
triggerall = AnimElemTime(4) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-41-(EnemyNear,Const(Size.Ground.Front)), 41+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-35, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
triggerall = Anim = 46210
triggerall = AnimElemTime(4) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-41-(EnemyNear,Const(Size.Ground.Front)), 41+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-35, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
triggerall = Anim = 46210
triggerall = AnimElemTime(4) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-41-(EnemyNear,Const(Size.Ground.Front)), 41+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-35, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
triggerall = AnimElemTime(4) >= 0
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-41-(EnemyNear,Const(Size.Ground.Front)), 41+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-35, 0-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State ポス]
type = PosSet
trigger1 = root,StateNo = 46200 && root,AnimElemTime(8) < 0
x = root,Pos X+70*root,facing
y = root,Pos Y+10-(15*root,StateType = A)

[State seホエーウ]
type = PlaySnd
trigger1 = time = 0
value = s55,1
channel = 1

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0

[State 攻撃　ヴェルテクス]
type = HitDef
trigger1 = time >= 10
trigger1 = time <= 58
trigger1 = !MoveContact && !MoveReversed
attr 				= A, SP
damage 				= Ceil(root,FVar(10)*68),Ceil(root,FVar(10)*7)
animtype 			= Hard
getpower 			= 0,0
givepower 			= 30,30
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,4
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= Low

pausetime 			= 0,20
ground.slidetime	= 10	;(省略時0)
ground.hittime 		= 11	;(省略時0)
air.hittime 		= 13	;(省略時20)
guard.pausetime		= 0,20
guard.slidetime 	= 10						;(省略時guard.hittime)
guard.hittime 		= 11+(P2StateType = A)*2	;(省略時ground.hittime)
guard.ctrltime 		= 11+(P2StateType = A)*2	;(省略時ground.slidetime)

ground.velocity 	= -2,-19
air.velocity 		= -2,-19
airguard.velocity 	= -2.0,-3.2

yaccel 				= 0.44
fall 				= 1
fall.recovertime	= Ceil(root,fvar(20)*60+20)
guard.kill 			= 0

PalFX.Time 			= 60
PalFX.Add 			= -43,43,43

[State 消えアニメ]
type = ChangeAnim
trigger1 = time >= 58
value = 46211;赤箱はずしただけ
Persistent = 0

[State 状態]
type =  StateTypeSet
trigger1 = 46211
movetype = I
Persistent = 0

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.87
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出　なし]
type = ParentVarSet
Trigger1 = MoveHit = 1
Trigger1 = RoundState = 2
var(34) = 1
IgnoreHitPause = 1
Persistent = 1
;補正等々--------

[State 無敵　投]
type = NotHitBy
trigger1 = 1
time = 1
value = , AT

[State 打・飛び道具に当たる]
type = HitBy
trigger1 = 1
value = SCA, AA, AP
time = 1

[State 打撃・飛び道具の相殺]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, AA, AP
stateno = 46211
slot = 1
time = 1
IgnoreHitPause = 1

[State ガード/本体ダメージ　消滅へ]
type = ChangeState
trigger1 = Root,MoveType = H && (Root,StateNo != [150,159])
trigger2 = MoveGuarded
trigger2 = var(38) := 1
value = 46211

[State ヒット　消滅へ]
type = ChangeState
trigger1 = MoveHit
trigger1 = var(38) := 2
value = 46211

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
IgnoreHitPause = 1
persistent = 0
[State Sフェードアウト]
type = VarAdd
trigger1 = time > 58
var(0) = -16

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper ヴェルテクス(飛び道具ヒット/ガードなど消滅)
;---------------------------------------------------------------------------

[Statedef 46211]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
VelSet 		= 0,0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State サイズ　相殺/本体ダメージ]
type = VarAdd
trigger1 = time >= 10
trigger1 = var(38) = 0
fvar(0) = 0.1
[State サイズ　ガード]
type = VarAdd
trigger1 = time >= 10
trigger1 = var(38) = 1
fvar(0) = 0.2
[State サイズ　ヒット]
type = VarAdd
trigger1 = time >= 10
trigger1 = var(38) = 2
fvar(0) = 0.5

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
IgnoreHitPause = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = time > 10
var(0) = -15
IgnoreHitPause = 1
persistent = 1

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper ヴェルテクス　風　手元マーク
;---------------------------------------------------------------------------
[Statedef 46250]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 46704
sprpriority = 2

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポス]
Type = PosSet
trigger1 = root,StateNo = 46200
trigger1 = root,AnimElemTime(8) < 0
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-87-(15*root,statetype=A)

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = 0.25,0.6

;トランス　デス
[State Dトランス]
type = VarSet
trigger1 = time = 0
var(1) = 256

[State Sフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = time <= 3
var(0) = 64
[State Dフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = time <= 3
var(1) = -16

[State Sフェードスイッチ]
type = VarSet
trigger1 = time = 20
trigger2 = root,StateNo != 46200
trigger3 = root,AnimElemTime(8) = 0
var(4) = 1

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32
[State Dフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(1) = 8

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),var(1)

[State デス]
type = DestroySelf
trigger1 = var(0) < 0

;---------------------------------------------------------------------------
;ファルクス
;---------------------------------------------------------------------------
[Statedef 46500]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0

[State パワー]
type = PowerAdd
triggerall = time = 0
trigger1 = var(46) = 0
trigger2 = var(46) = 5
trigger3 = var(46) = 6
value = -1000
IgnoreHitPause = 1
Persistent = 0

;[State フォース展開中パワー]
;type = VarAdd
;trigger1 = var(46) = 1
;trigger1 = time = 0
;var(47) = -1000
;IgnoreHitPause = 1
;Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = A
Physics = N
IgnoreHitPause = 1
Persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(statetype = A,46501,46500)
IgnoreHitPause = 1
Persistent = 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+5
IgnoreHitPause = 1
Persistent = 0

[State 速度慣性]
type = VelMul
trigger1 = time = 0
trigger1 = statetype = A
x = 0.05
y = 0.05
[State 速度慣性]
type = VelMul
triggerall = AnimElemTime(39) < 0
triggerall = statetype = A
trigger1 = time >= 26
trigger1 = time%30 = 0
x = 0.9
y = 0.9

[State se暗転]
type = PlaySnd
trigger1 = time = 0
value = s4,1
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 0
value = s115,3+random%3
channel = 0
Persistent = 0

[State 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 26

[State スーパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 26
MoveTime = 26
anim = -1
P2DefMul = 1
darken = 0

;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 26
;MoveTime = 26

[State 空中　暗転中ポス固定]
Type = PosFreeze
Trigger1 = statetype = A
Trigger1 = time < 26
Value = 1

[State 暗転　風マークセット]
Type = Helper
trigger1 = time = 0
StateNo 		= 46750
ID 				= 46751
name 			= "anten mark"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 26
;PauseMoveTime 	= 26
IgnoreHitPause = 1
Persistent = 0

[State ファルクス(飛び道具制御用)]
Type = Helper
trigger1 = AnimElemTime(3) = 0
StateNo 		= 46510
ID 				= 46510
name 			= "Efect"
PosType 		= P1
Ownpal 			= 1
IgnoreHitPause = 1
Persistent = 0

[State 足元/手元マークセット]
Type = Helper
Trigger1 = AnimElemTime(4) = 0
StateNo 			= 46710
ID 					= 46710
name 				= "asimoto mark"
PosType 			= P1
IgnoreHitPause = 1
Persistent = 0

[State 風のアルカナボタン連打用　リセット]
type = VarSet
Trigger1 = time = 0
var(37) = 0

[State ボタン/レバー入力]
type = VarAdd
Triggerall = var(53) = 0
Triggerall = AnimElemTime(34) < 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "z"
trigger5 = command = "U"
trigger6 = command = "F"
trigger7 = command = "D"
trigger8 = command = "B"
var(37) = 1
[State ボタン/レバー入力];ガチャガチャはコントローラーに良くないので便利ボタンホールド
type = VarAdd
Triggerall = var(53) = 0
Triggerall = AnimElemTime(34) < 0
trigger1 = command = "holdy"
var(37) = 1
Persistent = 3

[State se限界お知らせ]
type = PlaySnd
trigger1 = var(37) >= 40
value = s6,3
channel = 1
Persistent = 0

[State 色　限界お知らせ]
type = PalFX
trigger1 = var(37) >= 40
time = 50
add = 0,96,96
sinadd = 0,-96,-96,200
Persistent = 0

[State アニメ]
type = ChangeAnim
Trigger1 = animelem = 20 && var(37) < 10
Trigger2 = animelem = 22 && var(37) < 15
Trigger3 = animelem = 24 && var(37) < 20
Trigger4 = animelem = 26 && var(37) < 25
Trigger5 = animelem = 28 && var(37) < 30
Trigger6 = animelem = 30 && var(37) < 35
Trigger7 = animelem = 32 && var(37) < 40
Trigger8 = animelem = 34 && var(37) < 45
value = anim
Elem = 37

[State 空中ファルクス　状態]
type = StateTypeSet
trigger1 = (Anim = 46501 || Anim = 46506) && AnimElemTime(38) = 0
Physics = A

[State 空中ファルクス　コントロール]
type = CtrlSet
trigger1 = (Anim = 46501 || Anim = 46506) && AnimElemTime(38) = 0
value = 1

[State 空中ファルクス　ポスY限界]
type = PosSet
trigger1 = (Anim = 46501 || Anim = 46506) && AnimElemTime(38) < 0
trigger1 = Pos Y >= -10
y = -10
IgnoreHitPause = 1
Persistent = 1

[State 空中ファルクス　着地へ];意味はあんまり無い
type = ChangeState
trigger1 = (Anim = 46501 || Anim = 46506)
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 52

[State 状態]
type = StateTypeSet
trigger1 = Ctrl
movetype = I

[State 地上ファルクス終了　0へ]
type = ChangeState
trigger1 = (Anim = 46500 || Anim = 46505) && Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607
[State j_6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 617
[State j_5B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 625
[State j_5B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 627
[State j_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 空中A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1266
[State 空中A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1276
[State 空中B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1267
[State 空中B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1277

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 空中AB斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1236
[State 空中AB斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1237

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2151

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper ファルクス(飛び道具制御用ヘルパ)
;---------------------------------------------------------------------------

[Statedef 46510]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 46510
sprpriority = 0

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

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

[State ポス]
Type = PosSet
trigger1 = root,StateNo = 46500
trigger1 = root,AnimElemTime(37) < 0
x = (root,Pos X)+45*root,facing
y = (root,Pos Y)-87-(15*root,StateType = A)

[State 飛び道具ID用]
type = null
triggerall = root,StateNo = 46500
Trigger1  = root,animelem = 4  && var(30) := 46511
Trigger2  = root,animelem = 6  && var(30) := 46512
Trigger3  = root,animelem = 8  && var(30) := 46513
Trigger4  = root,animelem = 10 && var(30) := 46514
Trigger5  = root,animelem = 12 && var(30) := 46515
Trigger6  = root,animelem = 14 && var(30) := 46516
Trigger7  = root,animelem = 16 && var(30) := 46517
Trigger8  = root,animelem = 18 && var(30) := 46518
Trigger9  = root,animelem = 20 && var(30) := 46519
Trigger10 = root,animelem = 22 && var(30) := 46520
Trigger11 = root,animelem = 24 && var(30) := 46521
Trigger12 = root,animelem = 26 && var(30) := 46522
Trigger13 = root,animelem = 28 && var(30) := 46523
Trigger14 = root,animelem = 30 && var(30) := 46524
Trigger15 = root,animelem = 32 && var(30) := 46525
Trigger16 = root,animelem = 34 && var(30) := 46526

[State ファルクス飛び道具]
Type = Helper
triggerall = time < 132;root,AnimElemTime(37) < 0
triggerall = root,StateNo = 46500
Trigger1  = root,animelem = 4								;1
Trigger2  = root,animelem = 6  && root,var(37) >= 5			;2
Trigger3  = root,animelem = 8								;3
Trigger4  = root,animelem = 10 && root,var(37) >= 10		;4
Trigger5  = root,animelem = 12								;5
Trigger6  = root,animelem = 14 && root,var(37) >= 15		;6
Trigger7  = root,animelem = 16								;7
Trigger8  = root,animelem = 18 && root,var(37) >= 20		;8
Trigger9  = root,animelem = 20								;9
Trigger10 = root,animelem = 22 && root,var(37) >= 25		;10
Trigger11 = root,animelem = 24								;11
Trigger12 = root,animelem = 26 && root,var(37) >= 30		;12
Trigger13 = root,animelem = 28								;13
Trigger14 = root,animelem = 30 && root,var(37) >= 35		;14
Trigger15 = root,animelem = 32								;15
Trigger16 = root,animelem = 34 && root,var(37) >= 40		;16
StateNo 	= 46511
ID 			= var(30)
name 		= "falx"
PosType 	= P1
Pos 		= 5,0

;補正等々--------
[State コンボ数]
type = ParentVarAdd
trigger1 = var(38) = 1
trigger2 = var(38) = 2
trigger3 = var(38) = 3
trigger4 = var(38) = 4
trigger5 = var(38) = 5
trigger6 = var(38) = 6
trigger7 = var(38) = 7
trigger8 = var(38) = 8
trigger9 = var(38) = 9
trigger10= var(38) = 10
trigger11= var(38) = 11
trigger12= var(38) = 12
trigger13= var(38) = 13
trigger14= var(38) = 14
trigger15= var(38) = 15
trigger16= var(38) = 16
var(14) = 1
IgnoreHitPause = 1
persistent = 0;一回のみ

[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 1
fv = 11
value = root,fvar(11)*0.99
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 2
fv = 11
value = root,fvar(11)*0.98
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 3
fv = 11
value = root,fvar(11)*0.97
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 4
fv = 11
value = root,fvar(11)*0.96
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 5
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 6
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 7
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 8
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 9
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 10
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 11
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 12
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 13
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 14
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 15
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0
[State 基本攻撃力]
type = ParentVarSet
trigger1 = var(38) = 16
fv = 11
value = root,fvar(11)*0.95
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 1
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 2
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 3
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 4
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 5
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 6
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 7
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 8
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 9
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 10
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 11
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 12
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 13
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 14
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 15
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0
[State 受け身不能時間]
type = ParentVarSet
trigger1 = var(38) = 16
fv = 20
value = Root,fvar(20)*0.99
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出]
type = ParentVarSet
Triggerall = RoundState = 2
trigger1 = var(38) = 1
trigger2 = var(38) = 2
trigger3 = var(38) = 3
trigger4 = var(38) = 4
trigger5 = var(38) = 5
trigger6 = var(38) = 6
trigger7 = var(38) = 7
trigger8 = var(38) = 8
trigger9 = var(38) = 9
trigger10= var(38) = 10
trigger11= var(38) = 11
trigger12= var(38) = 12
trigger13= var(38) = 13
trigger14= var(38) = 14
trigger15= var(38) = 15
trigger16= var(38) = 16
var(34) = 3
IgnoreHitPause = 1
Persistent = 0;一回のみ

;ワーニングで無い方法は無いものか？
;[State コンボ数]
;type = ParentVarAdd
;trigger1 = NumHelper(46511) && helper(46511),MoveHit = 1
;trigger2 = NumHelper(46512) && helper(46512),MoveHit = 1
;trigger3 = NumHelper(46513) && helper(46513),MoveHit = 1
;trigger4 = NumHelper(46514) && helper(46514),MoveHit = 1
;trigger5 = NumHelper(46515) && helper(46515),MoveHit = 1
;trigger6 = NumHelper(46516) && helper(46516),MoveHit = 1
;trigger7 = NumHelper(46517) && helper(46517),MoveHit = 1
;trigger8 = NumHelper(46518) && helper(46518),MoveHit = 1
;trigger9 = NumHelper(46519) && helper(46519),MoveHit = 1
;trigger10= NumHelper(46520) && helper(46520),MoveHit = 1
;trigger11= NumHelper(46521) && helper(46521),MoveHit = 1
;trigger12= NumHelper(46522) && helper(46522),MoveHit = 1
;trigger13= NumHelper(46523) && helper(46523),MoveHit = 1
;trigger14= NumHelper(46524) && helper(46524),MoveHit = 1
;trigger15= NumHelper(46525) && helper(46525),MoveHit = 1
;trigger16= NumHelper(46526) && helper(46526),MoveHit = 1
;v = 14
;value = 1
;IgnoreHitPause = 1
;persistent = 0;一回のみ

;[State 基本攻撃力]
;type = ParentVarSet
;trigger1 = NumHelper(46511) && helper(46511),MoveHit = 1
;trigger2 = NumHelper(46512) && helper(46512),MoveHit = 1
;trigger3 = NumHelper(46513) && helper(46513),MoveHit = 1
;trigger4 = NumHelper(46514) && helper(46514),MoveHit = 1
;trigger5 = NumHelper(46515) && helper(46515),MoveHit = 1
;trigger6 = NumHelper(46516) && helper(46516),MoveHit = 1
;trigger7 = NumHelper(46517) && helper(46517),MoveHit = 1
;trigger8 = NumHelper(46518) && helper(46518),MoveHit = 1
;trigger9 = NumHelper(46519) && helper(46519),MoveHit = 1
;trigger10= NumHelper(46520) && helper(46520),MoveHit = 1
;trigger11= NumHelper(46521) && helper(46521),MoveHit = 1
;trigger12= NumHelper(46522) && helper(46522),MoveHit = 1
;trigger13= NumHelper(46523) && helper(46523),MoveHit = 1
;trigger14= NumHelper(46524) && helper(46524),MoveHit = 1
;trigger15= NumHelper(46525) && helper(46525),MoveHit = 1
;trigger16= NumHelper(46526) && helper(46526),MoveHit = 1
;fv = 11
;value = root,fvar(11)*0.99;0.95
;IgnoreHitPause = 1
;persistent = 1

;[State 受け身不能時間]
;type = ParentVarSet
;trigger1 = NumHelper(46511) && helper(46511),MoveHit = 1
;trigger2 = NumHelper(46512) && helper(46512),MoveHit = 1
;trigger3 = NumHelper(46513) && helper(46513),MoveHit = 1
;trigger4 = NumHelper(46514) && helper(46514),MoveHit = 1
;trigger5 = NumHelper(46515) && helper(46515),MoveHit = 1
;trigger6 = NumHelper(46516) && helper(46516),MoveHit = 1
;trigger7 = NumHelper(46517) && helper(46517),MoveHit = 1
;trigger8 = NumHelper(46518) && helper(46518),MoveHit = 1
;trigger9 = NumHelper(46519) && helper(46519),MoveHit = 1
;trigger10= NumHelper(46520) && helper(46520),MoveHit = 1
;trigger11= NumHelper(46521) && helper(46521),MoveHit = 1
;trigger12= NumHelper(46522) && helper(46522),MoveHit = 1
;trigger13= NumHelper(46523) && helper(46523),MoveHit = 1
;trigger14= NumHelper(46524) && helper(46524),MoveHit = 1
;trigger15= NumHelper(46525) && helper(46525),MoveHit = 1
;trigger16= NumHelper(46526) && helper(46526),MoveHit = 1
;fv = 20
;value = Root,fvar(20)*0.99
;IgnoreHitPause = 1
;persistent = 1

;[State 超必殺技KO勝利演出]
;type = ParentVarSet
;Triggerall = RoundState = 2
;trigger1 = NumHelper(46511) && helper(46511),MoveHit = 1
;trigger2 = NumHelper(46512) && helper(46512),MoveHit = 1
;trigger3 = NumHelper(46513) && helper(46513),MoveHit = 1
;trigger4 = NumHelper(46514) && helper(46514),MoveHit = 1
;trigger5 = NumHelper(46515) && helper(46515),MoveHit = 1
;trigger6 = NumHelper(46516) && helper(46516),MoveHit = 1
;trigger7 = NumHelper(46517) && helper(46517),MoveHit = 1
;trigger8 = NumHelper(46518) && helper(46518),MoveHit = 1
;trigger9 = NumHelper(46519) && helper(46519),MoveHit = 1
;trigger10= NumHelper(46520) && helper(46520),MoveHit = 1
;trigger11= NumHelper(46521) && helper(46521),MoveHit = 1
;trigger12= NumHelper(46522) && helper(46522),MoveHit = 1
;trigger13= NumHelper(46523) && helper(46523),MoveHit = 1
;trigger14= NumHelper(46524) && helper(46524),MoveHit = 1
;trigger15= NumHelper(46525) && helper(46525),MoveHit = 1
;trigger16= NumHelper(46526) && helper(46526),MoveHit = 1
;var(34) = 3
;IgnoreHitPause = 1
;Persistent = 0

;補正等々--------

[State デス]
type = DestroySelf
triggerall = time >= 70;約animelemtime(4)>0 && animelemtime(21)<0
trigger1 = NumHelper(46511) = 0
trigger1 = NumHelper(46512) = 0
trigger1 = NumHelper(46513) = 0
trigger1 = NumHelper(46514) = 0
trigger1 = NumHelper(46515) = 0
trigger1 = NumHelper(46516) = 0
trigger1 = NumHelper(46517) = 0
trigger1 = NumHelper(46518) = 0
trigger1 = NumHelper(46519) = 0
trigger1 = NumHelper(46520) = 0
trigger1 = NumHelper(46521) = 0
trigger1 = NumHelper(46522) = 0
trigger1 = NumHelper(46523) = 0
trigger1 = NumHelper(46524) = 0
trigger1 = NumHelper(46525) = 0
trigger1 = NumHelper(46526) = 0

[State デス]
type = DestroySelf
triggerall = Root,MoveType = H && (Root,StateNo != [150,159])
trigger1 = NumHelper(46511) = 0
trigger1 = NumHelper(46512) = 0
trigger1 = NumHelper(46513) = 0
trigger1 = NumHelper(46514) = 0
trigger1 = NumHelper(46515) = 0
trigger1 = NumHelper(46516) = 0
trigger1 = NumHelper(46517) = 0
trigger1 = NumHelper(46518) = 0
trigger1 = NumHelper(46519) = 0
trigger1 = NumHelper(46520) = 0
trigger1 = NumHelper(46521) = 0
trigger1 = NumHelper(46522) = 0
trigger1 = NumHelper(46523) = 0
trigger1 = NumHelper(46524) = 0
trigger1 = NumHelper(46525) = 0
trigger1 = NumHelper(46526) = 0

[State デス]
type = DestroySelf
trigger1 = AnimTime = 0;time = 300

;---------------------------------------------------------------------------
;helper ファルクス(飛び道具)
;---------------------------------------------------------------------------
[Statedef 46511]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 46110
sprpriority = 5
VelSet 		= 3,0

[State 影無し]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerAll = NumEnemy > 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-11, 11-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-11, 11-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-11, 11-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-25-(EnemyNear,Const(Size.Ground.Front)), 25+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-11, 11-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State seフォーン]
type = PlaySnd
trigger1 = time%15 = 0
value = s55,0
lowpriority = 1
channel = 3

[State ポスYランダム1]
type = VarRandom
triggerall = time = 0
triggerall = root,var(37) >= 5
trigger1 = root,AnimElem = 4
trigger2 = root,AnimElem = 8
trigger3 = root,AnimElem = 12
trigger4 = root,AnimElem = 16
trigger5 = root,AnimElem = 20
trigger6 = root,AnimElem = 24
trigger7 = root,AnimElem = 28
trigger8 = root,AnimElem = 32
v = 6
range = -10,-8
[State ポスYランダム2]
type = VarRandom
triggerall = time = 0
triggerall = root,var(37) >= 5
trigger1 = root,AnimElem = 6
trigger2 = root,AnimElem = 10
trigger3 = root,AnimElem = 14
trigger4 = root,AnimElem = 18
trigger5 = root,AnimElem = 22
trigger6 = root,AnimElem = 26
trigger7 = root,AnimElem = 30
trigger8 = root,AnimElem = 34
v = 6
range = 8,10

[State ポス]
Type = PosAdd
Trigger1 = time = 0
y = var(6)

[State 加速X]
Type = VelAdd
Trigger1 = 1
x = 0.05

[State 攻撃　ファルクス]
type = Hitdef
Trigger1 = 1
attr 				= A, HP
damage 				= Ceil(root,FVar(10)*19),Ceil(root,FVar(10)*2)
animtype 			= Hard
getpower 			= 0,0
givepower 			= ceil(50/root,fvar(21)),ceil(50/root,fvar(21))
guardflag 			= MA
hitflag 			= MAF
priority 			= 1,Hit
hitsound 			= s5,2
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,8
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 0,8
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -4.8
air.velocity 		= -2.4,-5.5
airguard.velocity 	= -1.4,-3.2

yaccel 				= 0.48
Air.fall 			= 1
fall.recovertime	= Ceil(root,fvar(20)*30+8)
guard.kill = 0

;PalFX.Time 			= 40
;PalFX.Add 			= 0,96,96
;PalFX.SinAdd 		= 0,-96,-96,120

;補正等々--------
[State ヒット判別]
type = ParentVarAdd
trigger1 = MoveHit
v = 38
value = 1
IgnoreHitPause = 1
persistent = 0

;[State コンボ数]
;type = ParentVarAdd
;trigger1 = MoveHit
;v = 14
;value = 1
;IgnoreHitPause = 1
;persistent = 0

;[State 基本攻撃力]
;type = ParentVarSet
;trigger1 = MoveHit
;fv = 11
;value = root,fvar(11)*0.98;0.95
;IgnoreHitPause = 1
;persistent = 0

;[State 受け身不能時間]
;type = ParentVarSet
;trigger1 = MoveHit
;fv = 20
;value = Root,fvar(20)*0.99
;IgnoreHitPause = 1
;persistent = 0

;[State 超必殺技KO勝利演出]
;type = ParentVarSet
;Trigger1 = MoveHit
;Trigger1 = RoundState = 2
;var(34) = 3
;IgnoreHitPause = 1
;Persistent = 0

;補正等々--------

[State 無敵　投]
type = NotHitBy
trigger1 = 1
time = 1
value = , AT

[State 打・飛び道具に当たる]
type = HitBy
trigger1 = 1
value = SCA, AA, AP
time = 1

[State 飛び道具の相殺]
type = HitOverride
trigger1 = Time >= 1
attr = SCA, AP
stateno = 46111
slot = 1
time = 1
IgnoreHitPause = 1
[State 打撃の反射]
type = HitOverride
trigger1 = Time >= 1
attr = SCA,  AA
stateno = 46115
slot = 2
time = 1
IgnoreHitPause = 1

[State 相手にヒット　消滅へ]
type = ChangeState
trigger1 = MoveContact
trigger2 = Root,MoveType = H && (Root,StateNo != [150,159])
value = 46111

[State デス]
type = DestroySelf
trigger1 = time >= 10
trigger1 = FrontEdgedist <= -30

;---------------------------------------------------------------------------
;helper 風　超アルカナ技　足元/手元マークセット
;---------------------------------------------------------------------------
;var(0)	トランス用Sイクスプロッド用1
;var(1)	トランス用Sイクスプロッド用2
;var(2)	トランス用Sイクスプロッド用3
;var(4)	フェードアウトスイッチ
;fvar(12)イクスプロッドサイズ用1
;fvar(13)イクスプロッドサイズ用2
;fvar(14)イクスプロッドサイズ用3
;fvar(15)イクスプロッドサイズ用4

[Statedef 46710]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000
sprpriority = -2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 46500;ファルクス
trigger1 = var(10) := 1
trigger2 = root,StateNo = 46800;アブオレオ
trigger2 = var(10) := 10
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 46500 && root,AnimElemTime(37) < 0
trigger2 = var(10) = 10&& root,StateNo = 46800 && root,AnimElemTime(28) < 0
x = root,Pos X +5*root,facing
y = root,Pos Y +5-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;イクスプロッド-------------------------
[State 足元マーク　メイン]
type = Explod
Trigger1 = time = 0
anim 			= 46702
postype 		= P1
bindtime 		= -1
removetime 		= -1
sprpriority 	= -1
SuperMoveTime 	= ifelse(var(10)=1,0,30)
;PauseMoveTime 	= ifelse(var(10)=1,0,30)
Persistent = 0
ID = 46711

[State 足元マーク　サブの○]
type = Explod
Trigger1 = time = 0
anim 			= 46710
postype 		= P1
bindtime 		= -1
removetime 		= -1
sprpriority 	= -2
SuperMoveTime 	= ifelse(var(10)=1,0,30)
;PauseMoveTime 	= ifelse(var(10)=1,0,30)
Persistent = 0
ID = 46712

[State 手元マーク]
type = Explod
Trigger1 = var(10) = 1 && time = 0
anim 			= 46704
postype 		= P1
pos 			= 45,-93
scale 			= 0.12,0.3
bindtime 		= -1
removetime 		= -1
sprpriority 	= 2
SuperMoveTime 	= ifelse(var(10)=1,0,30)
;PauseMoveTime 	= ifelse(var(10)=1,0,30)
Persistent = 0
ID = 46715

;サイズ----------------
;x:y=5:1
;時間経過サイズ　メイン
[State X]
type = VarAdd
trigger1 = fvar(12) < 0.75
fvar(12) = 0.025

[State Y]
type = VarAdd
trigger1 = fvar(13) < 0.15
fvar(13) = 0.005

;時間経過サイズ　サブ
[State X]
type = VarAdd
trigger1 = fvar(14) < 0.8
fvar(14) = 0.026666666

[State Y]
type = VarAdd
trigger1 = fvar(15) < 0.16
fvar(15) = 0.005333333

;サイズ----------------

;トランス--------------
[State Sトランス　メイン]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sトランス　サブ]
type = VarSet
trigger1 = var(4) = 0
;var(1) = floor(128+sin(time*0.2)*64)		;64〜192ぐらい
;var(1) = floor(64+sin(time*0.2)*64)		;0〜128ぐらい
;var(1) = floor(100+sin(time*0.2)*100)		;0〜200ぐらい
;var(1) = floor(128+sin(time*0.2)*128)		;0〜256ぐらい
var(1) = floor(192+sin(time*0.2)*64)		;128〜256ぐらい

[State Sフェードイン　手元]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(2) < 256
var(2) = 32

[State フェードアウトスイッチ]
type = VarSet
trigger1 = root,StateNo != 46500
trigger1 = root,StateNo != 46800
trigger2 = var(10) = 1 && root,StateNo = 46500 && root,AnimElemTime(37) > 0
trigger3 = var(10) = 10&& root,StateNo = 46800 && root,AnimElemTime(28) > 0
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -16
[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(1) = -16
[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(2) = -16

;トランス--------------

[State 足元マーク　メイン]
type = ModifyExplod
trigger1 = NumExplod(46711)
ID = 46711
scale 			= fvar(12),fvar(13)
trans 			= addalpha
alpha 			= var(0),256

[State 足元マーク　サブの○]
type = ModifyExplod
trigger1 = NumExplod(46712)
ID = 46712
scale 			= fvar(14),fvar(15)
trans 			= addalpha
alpha 			= var(1),256

[State 手元マーク]
type = ModifyExplod
trigger1 = NumExplod(46715)
ID = 46715
trans 			= addalpha
alpha 			= var(2),256

;イクスプロッド-------------------------

;デス
[State 消去　足元メイン]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(0) <= 0
ID = 46711
[State 消去　足元サブ]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(1) <= 0
ID = 46712
[State 消去　手元マーク]
type = RemoveExplod
trigger1 = var(4)  = 1
trigger1 = var(2) <= 0
ID = 46715

[State デス]
Type = DestroySelf
triggerall = time >= 1
Trigger1 = var(4) = 1
trigger1 = NumExplod(46711) = 0
trigger1 = NumExplod(46712) = 0
trigger1 = NumExplod(46715) = 0

;---------------------------------------------------------------------------
;helper 暗転　風マークセット
;---------------------------------------------------------------------------
;var(1)	黒バック1用
;var(10)技判別
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B

;sprpriority
;-15	黒バック1
;-3		マークB
;-3		マークA小1
;-3		マークA小2

;3		十字			explod予定
;3		○				explod予定
;3		リング（楕円）
;3		円ライン
;3		マークA
;3		マークBぼやけ

;46765 床予定

;ID 46751 ファルクス
;ID 46752 アブオレオ

[Statedef 46750]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
sprpriority = -15

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

;[State ターン]
;type = Turn
;trigger1 = time = 0
;trigger1 = Root,facing = -1
;IgnoreHitPause = 1
;persistent = 0

[State ポスXY]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120
IgnoreHitPause = 1
persistent = 1

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 46500;ファルクス
trigger1 = var(10) := 1
trigger2 = root,StateNo = 46800;アブオレオ
trigger2 = var(10) := 10
IgnoreHitPause = 1
persistent = 0

;======================================黒バック
;超アルカナ技用（ライフバー隠さない）
[State 背景フェードアウトR]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [1,8]
var(51) = -32
[State 背景フェードアウトG]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [1,8]
var(52) = -32
[State 背景フェードアウトB]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [1,8]
var(53) = -32

[State 背景フェードインR]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [35,42]
var(51) = 32
[State 背景フェードインG]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [35,42]
var(52) = 32
[State 背景フェードインB]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = var(10) = 1 && time = [35,42]
var(53) = 32

[State 背景初期値];フォース展開時
type = null
trigger1 = time = 0
trigger1 = NumHelper(40410)
trigger1 = var(51) := helper(40410),var(51)
trigger1 = var(52) := helper(40410),var(52)
trigger1 = var(53) := helper(40410),var(53)

[State 背景フェードアウトR];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(51) = -floor((256+helper(40410),var(54))/8)
[State 背景フェードアウトG];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(52) = -floor((256+helper(40410),var(55))/8)
[State 背景フェードアウトB];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [1,8]
var(53) = -floor((256+helper(40410),var(56))/8)

[State 背景フェードインR];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [35,42]
var(51) = floor((256+helper(40410),var(51))/8)
[State 背景フェードインG];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [35,42]
var(52) = floor((256+helper(40410),var(52))/8)
[State 背景フェードインB];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = var(10) = 1 && time = [35,42]
var(53) = floor((256+helper(40410),var(53))/8)

[State 背景フェードアウトR限界]
type = VarSet
trigger1 = var(51) < -256
var(51) = -256
[State 背景フェードアウトG限界]
type = VarSet
trigger1 = var(52) < -256
var(52) = -256
[State 背景フェードアウトB限界]
type = VarSet
trigger1 = var(53) < -256
var(53) = -256

[State 背景]
type = BGPalFX
trigger1 = var(10) = 1 && time <= 42
time = 1
add = var(51),var(52),var(53)

[State 背景消し]
type = AssertSpecial
trigger1 = var(10) = 1 && time = [8,34]
flag = NoFG
flag2= NoBG





;ブレイズ（ライフバー隠す）
[State アニメ]
type = ChangeAnim
trigger1 = var(10) = 10
trigger1 = time = 0
value = 12001
persistent = 0

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 10
Scale = 30,30

;トランス
[State Dトランス]
type = VarSet
triggerall = var(10) = 10
trigger1 = time = 0
var(1) = 256

[State Dフェードイン]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = time = [1,16]
var(1) = -16

[State トランス]
type = Trans
trigger1 = var(10) = 10
trigger1 = Anim = 12001
trans = addalpha
alpha = 256,var(1)

;風マークセット-------------------------

[State 十字/○イクスプロッド用]
Type = Helper
Trigger1 = var(10)=1 && time = 6
Trigger2 = var(10)=10&& time = 28
StateNo 			= 46755
ID 					= 46755
name 				= "+"
PosType 			= P1
SuperMoveTime 		= ifelse(var(10)=1,20,182)
;PauseMoveTime 		= ifelse(var(10)=1,20,182)
IgnoreHitPause = 1
Persistent = 0

[State リング（楕円）大]
Type = Helper
Trigger1 = var(10)=1 && time = 0
Trigger2 = var(10)=10&& time = 22
StateNo 			= 46770
ID 					= 46771
name 				= "LingB"
PosType 			= P1
SuperMoveTime 		= ifelse(var(10)=1,26,188)
;PauseMoveTime 		= ifelse(var(10)=1,26,188)
IgnoreHitPause = 1
Persistent = 0
[State リング（楕円）小]
Type = Helper
Trigger1 = var(10)=1 && time = 1
Trigger2 = var(10)=10&& time = 23
StateNo 			= 46770
ID 					= 46772
name 				= "LingB"
PosType 			= P1
SuperMoveTime 		= ifelse(var(10)=1,26,188)
;PauseMoveTime 		= ifelse(var(10)=1,26,188)
IgnoreHitPause = 1
Persistent = 0

[State 円ライン]
Type = Helper
Trigger1 = var(10)=1 && time = 4
Trigger2 = var(10)=10&& time = 23
StateNo 			= 46780
ID 					= 46781
name 				= "en line"
PosType 			= P1
SuperMoveTime 		= ifelse(var(10)=1,22,189)
;PauseMoveTime 		= ifelse(var(10)=1,22,189)
IgnoreHitPause = 1
Persistent = 0

[State マークB]
Type = Helper
Trigger1 = var(10)=1 && time = 2
Trigger2 = var(10)=10&& time = 24
StateNo 			= 46790
ID 					= 46791
name 				= "MarkB1"
PosType 			= P1
SuperMoveTime 		= ifelse(var(10)=1,24,188)
;PauseMoveTime 		= ifelse(var(10)=1,24,188)
IgnoreHitPause = 1
Persistent = 0
[State マークBぼやけ]
Type = Helper
Trigger1 = var(10)=1 && time = 28
Trigger2 = var(10)=10&& time = 75
StateNo 			= 46790
ID 					= 46792
name 				= "MarkB2"
PosType 			= P1
SuperMoveTime 		= ifelse(var(10)=1,0,135)
;PauseMoveTime 		= ifelse(var(10)=1,0,135)
IgnoreHitPause = 1
Persistent = 0

[State マークA大]
Type = Helper
Trigger1 = var(10)=1 && time = 3
Trigger2 = var(10)=10&& time = 28
StateNo 			= 46790
ID 					= 46796
name 				= "MarkA1"
PosType 			= P1
SuperMoveTime 		= ifelse(var(10)=1,23,184)
;PauseMoveTime 		= ifelse(var(10)=1,23,184)
IgnoreHitPause = 1
Persistent = 0

[State マークA小1]
Type = Helper
Trigger1 = var(10)=1 && time = 3
Trigger2 = var(10)=10&& time = 28
StateNo 			= 46790
ID 					= 46798
name 				= "MarkA s1"
PosType 			= P1
SuperMoveTime 		= ifelse(var(10)=1,23,184)
;PauseMoveTime 		= ifelse(var(10)=1,23,184)
IgnoreHitPause = 1
Persistent = 0
[State マークA小2]
Type = Helper
Trigger1 = var(10)=1 && time = 3
Trigger2 = var(10)=10&& time = 28
StateNo 			= 46790
ID 					= 46799
name 				= "MarkA s2"
PosType 			= P1
SuperMoveTime 		= ifelse(var(10)=1,23,184)
;PauseMoveTime 		= ifelse(var(10)=1,23,184)
IgnoreHitPause = 1
;風マークセット-------------------------

;[State デス]
;type = DestroySelf
;trigger1 = root,MoveType = H
;trigger2 = var(10) = 1 && time > 35
;trigger3 = var(10) = 10&& root,StateNo = 46800 && root,AnimElemTime(13) > 1

[State デス];子ヘルパアニメ不具合（最悪560）対策　親ヘルパを先に消さない。もしくは本体が親になる。
type = DestroySelf
triggerall = NumHelper(46755) = 0
triggerall = NumHelper(46771) = 0
triggerall = NumHelper(46772) = 0
triggerall = NumHelper(46781) = 0
triggerall = NumHelper(46791) = 0
triggerall = NumHelper(46792) = 0
triggerall = NumHelper(46796) = 0
triggerall = NumHelper(46798) = 0
triggerall = NumHelper(46799) = 0
trigger1 = var(10) = 1 && time > 42
trigger2 = var(10) = 10&& time > 110

;---------------------------------------------------------------------------
;helper 風マーク用　十字/○イクスプロッド用
;---------------------------------------------------------------------------

;var(10)弱中強判別　技判別　アルカナ判別

[Statedef 46755]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 46500
trigger2 = var(10) = 10&& root,StateNo = 46800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;イクスプロッド-------------------------
[State 十字]
type = Explod
Trigger1  = time = 0
Anim 			= ifelse(var(10)=1,46756,46757)
PosType 		= P1
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,255))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,255))
Persistent = 0
ID = 46755
[State ○]
type = Explod
Trigger1  = time = 0
Anim 			= ifelse(var(10)=1,46758,46759)
PosType 		= P1
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,255))
;PauseMoveTime 	= ifelse(var(10)=1,48,ifelse(var(10)=2,34,255))
Persistent = 0
ID = 46758



;サイズ-----------------------------
[State 十字　サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 0.65
[State 十字　時間経過サイズ]
type = VarAdd
trigger1 = time >= 10
trigger1 = fvar(11) > 0.5
fvar(11) = -0.005

[State ○　サイズ]
type = VarSet
trigger1 = time = 0
fvar(12) = 1.0
[State ○　時間経過サイズ]
type = VarAdd
trigger1 = time >= 10
trigger1 = fvar(12) > 0.5
fvar(12) = -0.005

;サイズ-----------------------------

[State 十字]
type = ModifyExplod
trigger1 = NumExplod(46755)
ID = 46755
scale 			= fvar(11),fvar(11)

[State ○]
type = ModifyExplod
trigger1 = NumExplod(46758)
ID = 46758
scale 			= fvar(12),fvar(12)

;イクスプロッド-------------------------

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = NumExplod(46755) = 0
trigger1 = NumExplod(46758) = 0

;---------------------------------------------------------------------------
;helper 風マーク用　リング（楕円）
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;var(4)	トランス用フェードアウトスイッチ
;fvar(0)サイズXY

;ID 46771 大
;ID 46772 小

[Statedef 46770]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 46770
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 46500
trigger2 = var(10) = 10&& root,StateNo = 46800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;サイズ-----------------------------
[State 初期サイズ]
type = null
triggerall = time = 0
trigger1 = IsHelper(46771)
trigger1 = fvar(0) := 0.5
trigger2 = IsHelper(46772)
trigger2 = fvar(1) := 0.25

;時間経過サイズ
;ファルクス↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(46771)
trigger1 = time >= 1
trigger1 = time <= 11
fvar(0) = 0.8/10
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(46772)
trigger1 = time >= 1
trigger1 = time <= 18
fvar(0) = 0.8/17

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 1
Scale = fvar(0),fvar(0)*0.15

;アブオレオ↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(46771)
trigger1 = time >= 1
trigger1 = time <= 22
fvar(0) = 1.2/21
[State 時間経過サイズX]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(46772)
trigger1 = time >= 1
trigger1 = time <= 36
fvar(0) = 1.0/35

[State サイズ]
type = AngleDraw
trigger1 = var(10) = 10
Scale = fvar(0),fvar(0)*0.2

;サイズ-----------------------------

;角度
[State 角度]
type = AngleSet
triggerall = time = 0
trigger1 = IsHelper(46771) && var(2) := -60
trigger2 = IsHelper(46772) && var(2) := 60
value = var(2)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1 && IsHelper(46771) && time >= 13
trigger2 = var(10) = 1 && IsHelper(46772) && time >= 20
trigger3 = var(10) = 10&& IsHelper(46771) && time >= 22
trigger4 = var(10) = 10&& IsHelper(46772) && time >= 36
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -32

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = time >= 1
trigger2 = time >= 150;保険

;---------------------------------------------------------------------------
;helper 風マーク用　円ライン
;---------------------------------------------------------------------------
;var(2)	角度
;var(4)	トランス用フェードアウトスイッチ、消滅フラグ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(0)サイズXY

[Statedef 46780]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 46780
sprpriority = 3

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 46500
trigger2 = var(10) = 10&& root,StateNo = 46800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;サイズ-----------------------------

;時間経過サイズ
[State サイズ]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = time = [1,42]
fvar(0) = 1.4/41
[State サイズ]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = time = [1,54]
fvar(0) = 1.5/53

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
;サイズ-----------------------------

;回転-----------------------------

[State 初期角度]
type = AngleSet
trigger1 = time = 0
value = random%360

[State ライン1]
type = VarSet
trigger1 = var(10) = 1
trigger1 = time = 0
var(2) = 10
[State ライン1]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = time >= 39
trigger1 = var(2) < 15
var(2) = 1

[State ライン1]
type = VarSet
trigger1 = var(10) = 10
trigger1 = time >= 1
var(2) = ifelse(time<54,10,13)
[State ライン1]
type = VarSet
trigger1 = var(10) = 10
trigger1 = time = 0
var(2) = 10
[State ライン1]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = time >= 50
trigger1 = var(2) < 15
var(2) = 1


[State 角度]
type = AngleAdd
trigger1 = 1
value = var(2)

;回転-----------------------------

;トランス　デス
[State Sフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(0) < 256
var(0) = 18

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = time = 44
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = var(4) = 1
var(0) = -16
[State Sフェードアウト]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = var(4) = 1
var(0) = -8

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = var(0) <= 0
trigger2 = time >= 300;保険


;---------------------------------------------------------------------------
;helper 風マーク用　マーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;var(4)	トランス用フェードアウトスイッチ
;var(10)弱中強判別　技判別　アルカナ判別
;fvar(0)サイズXY

;ID 46791 マークB
;ID 46792 マークBぼやけ
;ID 46796 マークA
;ID 46798 マークAマークA小1
;ID 46799 マークAマークA小2

[Statedef 46790]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 技判別]
type = VarSet
trigger1 = time = 0
var(10) = parent,var(10)
IgnoreHitPause = 1
persistent = 0

[State プライオリティ]
type = SprPriority
trigger1 = IsHelper(46791)
trigger2 = IsHelper(46796)
trigger3 = IsHelper(46798)
trigger4 = IsHelper(46799)
value = -3
[State プライオリティ]
type = SprPriority
trigger1 = IsHelper(46792)
value = 3

[State ポスXY]
type = PosSet
trigger1 = var(10) = 1 && root,StateNo = 46500
trigger2 = var(10) = 10&& root,StateNo = 46800
x = (root,Pos X)
y = (root,Pos Y-60)-(15*root,StateType = A)
IgnoreHitPause = 1
persistent = 1

;アニメ-----------------------------
[State マークB]
type = ChangeAnim
trigger1 = time = 0
trigger1 = IsHelper(46791)
value = 46720
persistent = 0
[State マークBぼやけ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = IsHelper(46792)
value = 46723
persistent = 0

[State マークA]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(46796);マークA大
trigger2 = IsHelper(46798);マークA小1
trigger3 = IsHelper(46799);マークA小2
value = 46730
persistent = 0

[State マークA小1]
type = ChangeAnim
triggerall = IsHelper(46798)
trigger1 = var(10) = 1 && time = 21
trigger2 = var(10) = 10&& time = 40
value = 46731
persistent = 0
[State マークA小1]
type = ChangeAnim
triggerall = IsHelper(46798)
trigger1 = var(10) = 1 && time = 42
trigger2 = var(10) = 10&& time = 80
value = 46732
persistent = 0

[State マークA小2]
type = ChangeAnim
triggerall = IsHelper(46799)
trigger1 = var(10) = 1 && time = 21
trigger2 = var(10) = 10&& time = 40
value = 46732
persistent = 0
[State マークA小2]
type = ChangeAnim
triggerall = IsHelper(46799)
trigger1 = var(10) = 1 && time = 42
trigger2 = var(10) = 10&& time = 80
value = 46733
persistent = 0
;アニメ-----------------------------

;サイズ-----------------------------
[State 初期サイズ]
type = null
triggerall = time = 0
trigger1 = IsHelper(46791)
trigger1 = fvar(0) := 4.0
trigger2 = IsHelper(46792)
trigger2 = fvar(0) := 2.5

trigger3 = IsHelper(46796)
trigger3 = fvar(0) := 1.0

;時間経過サイズ
;ファルクス↓↓↓↓↓↓↓↓↓↓↓↓
[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 1
trigger1 = IsHelper(46791)
trigger1 = time = [1,22]
fvar(0) = -1.4/21
[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 1
trigger1 = IsHelper(46791)
trigger1 = time >= 40
fvar(0) = -0.3

[State 時間経過サイズ　マークA]
type = VarAdd
triggerall = var(10) = 1
trigger1 = IsHelper(46796)
trigger1 = time = [1,22]
fvar(0) = 1.4/21

[State 時間経過サイズ　マークA小]
type = VarAdd
triggerall = var(10) = 1
trigger1 = IsHelper(46798) || IsHelper(46799)
trigger1 = time = [1,30]
fvar(0) = 1.2/30
;ファルクス↑↑↑↑↑↑↑↑↑↑↑↑

;アブオレオ↓↓↓
[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 10
trigger1 = IsHelper(46791)
trigger1 = time = [1,38]
fvar(0) = -1.4/37
[State 時間経過サイズ　マークB]
type = VarAdd
triggerall = var(10) = 10
trigger1 = IsHelper(46791)
trigger1 = time >= 78
fvar(0) = -0.3

[State 時間経過サイズ　マークA]
type = VarAdd
triggerall = var(10) = 10
trigger1 = IsHelper(46796)
trigger1 = time = [1,38]
fvar(0) = 1.4/37

[State 時間経過サイズ　マークA小]
type = VarAdd
triggerall = var(10) = 10
trigger1 = IsHelper(46798) || IsHelper(46799)
trigger1 = time = [1,50]
fvar(0) = 1.2/50
;アブオレオ↑↑↑

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
;サイズ-----------------------------

;回転-----------------------------

;ファルクス↓↓↓
[State 初期角度];マークB1
type = AngleSet
triggerall = time = 0
triggerall = var(10) = 1
trigger1 = IsHelper(46791)
value = 35
[State 初期角度];マークA1
type = AngleSet
triggerall = time = 0
triggerall = var(10) = 1
trigger1 = IsHelper(46796)
value = -35


[State マークB1]
type = VarSet
trigger1 = var(10) = 1
trigger1 = IsHelper(46791)
trigger1 = time = [1,7]
var(2) = -11
[State マークB1]
type = VarSet
trigger1 = var(10) = 1
trigger1 = IsHelper(46791)
trigger1 = time = [8,16]
var(2) = -10
[State マークB1]
type = VarSet
trigger1 = var(10) = 1
trigger1 = IsHelper(46791)
trigger1 = time = [17,21]
var(2) = -4
[State マークB1]
type = VarSet
trigger1 = var(10) = 1
trigger1 = IsHelper(46791)
trigger1 = time = [22,24]
var(2) = -1
[State マークB1]
type = VarSet
trigger1 = var(10) = 1
trigger1 = IsHelper(46791)
trigger1 = time = 25
var(2) = 0


[State マークBぼやけ]
type = VarSet
trigger1 = var(10) = 1
trigger1 = IsHelper(46792)
trigger1 = time = 0
var(2) = 5
[State マークBぼやけ]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(46792)
trigger1 = time >= 1
trigger1 = var(2) < 12
var(2) = 1



[State マークA1]
type = VarSet
trigger1 = var(10) = 1
trigger1 = IsHelper(46796)
trigger1 = time = [1,8]
var(2) = time
[State マークA1]
type = VarSet
trigger1 = var(10) = 1
trigger1 = IsHelper(46796)
trigger1 = time = 9
var(2) = 5
[State マークA1]
type = VarSet
trigger1 = var(10) = 1
trigger1 = IsHelper(46796)
trigger1 = time = 10
var(2) = 3
[State マークA1]
type = VarSet
trigger1 = var(10) = 1
trigger1 = IsHelper(46796)
trigger1 = time = 11
var(2) = 1

[State マークA1]
type = VarAdd
trigger1 = var(10) = 1
trigger1 = IsHelper(46796)
trigger1 = time >= 12
trigger1 = var(2) > -8
var(2) = -2


[State マーク小1,2]
type = VarAdd
triggerall = var(10) = 1
triggerall = IsHelper(46798) || IsHelper(46799)
trigger1 = time = 0
var(2) = ifelse(IsHelper(46798),-5,5)

[State マーク小1,2]
type = VarAdd
triggerall = var(10) = 1
triggerall = IsHelper(46798) || IsHelper(46799)
trigger1 = time = 21
trigger2 = time = 31
trigger3 = time = 41
var(2) = ifelse(IsHelper(46798),-1,1)

;ファルクス↑↑↑




;アブオレオ↓↓↓
[State 初期角度];マークB1
type = AngleSet
triggerall = time = 0
triggerall = var(10) = 10
trigger1 = IsHelper(46791)
value = 45
[State 初期角度];マークA1
type = AngleSet
triggerall = time = 0
triggerall = var(10) = 10
trigger1 = IsHelper(46796)
value = -45


[State マークB1]
type = VarSet
trigger1 = var(10) = 10
trigger1 = IsHelper(46791)
trigger1 = time = [1,11]
var(2) = -ifelse(time%2=0,7,8)
[State マークB1]
type = VarSet
trigger1 = var(10) = 10
trigger1 = IsHelper(46791)
trigger1 = time = [12,31]
var(2) = -ifelse(time%2=0,4,5)
[State マークB1]
type = VarSet
trigger1 = var(10) = 10
trigger1 = IsHelper(46791)
trigger1 = time = [32,41]
var(2) = -2
[State マークB1]
type = VarSet
trigger1 = var(10) = 10
trigger1 = IsHelper(46791)
trigger1 = time = [42,47]
var(2) = -1
[State マークB1]
type = VarSet
trigger1 = var(10) = 10
trigger1 = IsHelper(46791)
trigger1 = time = 48
var(2) = 0


[State マークBぼやけ]
type = VarSet
trigger1 = var(10) = 10
trigger1 = IsHelper(46792)
trigger1 = time = 0
var(2) = 5
[State マークBぼやけ]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(46792)
trigger1 = time >= 1
trigger1 = var(2) < 12
var(2) = 1


[State マークA1]
type = VarSet
trigger1 = var(10) = 10
trigger1 = IsHelper(46796)
trigger1 = time = [1,11]
var(2) = time;ifelse(time%2=0,7,8)
[State マークA1]
type = VarAdd
trigger1 = var(10) = 10
trigger1 = IsHelper(46796)
trigger1 = time >= 12
trigger1 = var(2) > -10
var(2) = -3
[State マークA1]
type = VarSet
trigger1 = var(10) = 10
trigger1 = IsHelper(46796)
trigger1 = time >= 12
trigger1 = var(2) < -10
var(2) = -10


[State マーク小1,2]
type = VarAdd
triggerall = var(10) = 10
triggerall = IsHelper(46798) || IsHelper(46799)
trigger1 = time = 0
var(2) = ifelse(IsHelper(46798),-5,5)
[State マーク小1,2]
type = VarAdd
triggerall = var(10) = 1
triggerall = IsHelper(46798) || IsHelper(46799)
trigger1 = time = 41
trigger2 = time = 51
trigger3 = time = 61
trigger4 = time = 71
trigger5 = time = 81
var(2) = ifelse(IsHelper(46798),-1,1)

;アブオレオ↑↑↑



[State 角度]
type = AngleAdd
trigger1 = 1
value = var(2)



;回転-----------------------------

;トランス　デス
[State Sフェードイン]
type = VarAdd
triggerall = var(4) = 0
triggerall = var(0) < 256
trigger1 = IsHelper(46791)
trigger2 = IsHelper(46796)
var(0) = 18
[State トランス初期値]
type = VarSet
triggerall = var(4) = 0
triggerall = time = 0
trigger1 = IsHelper(46798)
trigger2 = IsHelper(46799)
var(0) = 256
[State Sトランス]
type = VarAdd
triggerall = var(4) = 0
triggerall = var(0) < 192
trigger1 = IsHelper(46792)
var(0) = 64

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = var(10) = 1 && IsHelper(46791) && time = 42
trigger2 = var(10) = 1 && IsHelper(46792) && time = 25
trigger3 = var(10) = 1 && IsHelper(46796) && time = 28
trigger4 = var(10) = 1 && IsHelper(46798) && time = 42
trigger5 = var(10) = 1 && IsHelper(46799) && time = 42

trigger6 = var(10) = 10&& IsHelper(46791) && time = 80
trigger7 = var(10) = 10&& IsHelper(46792) && time = 51
trigger8 = var(10) = 10&& IsHelper(46796) && time = 44
trigger9 = var(10) = 10&& IsHelper(46798) && time = 80
trigger10= var(10) = 10&& IsHelper(46799) && time = 80
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
triggerall = var(4) = 1
trigger1 = var(10) = 1
var(0) = -16

[State Sフェードアウト]
type = VarAdd
triggerall = var(4) = 1
triggerall = var(10) = 10
trigger1 = IsHelper(46792)
trigger2 = IsHelper(46796)
trigger3 = IsHelper(46798)
trigger4 = IsHelper(46799)
var(0) = -8
[State Sフェードアウト]
type = VarAdd
triggerall = var(4) = 1
triggerall = var(10) = 10
trigger1 = IsHelper(46791)
var(0) = -6

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = time > 300;保険
trigger2 = var(0) <= 0
trigger3 = fvar(0) <= 0

;---------------------------------------------------------------------------
;アブオレオ
;---------------------------------------------------------------------------
[Statedef 46800]
type 		= U
movetype 	= A
physics 	= U
ctrl 		= 0
Anim 		= 46800

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = S
Physics = S
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = time = 0
trigger1 = statetype = C
statetype = S
Physics = C
IgnoreHitPause = 1
Persistent = 0

[State アルカナフォース展開判定　ブレイズ発動]
type = VarSet
trigger1 = time = 0;15
var(46) = 2

[State アタックディスト]
type = AttackDist
trigger1 = 1
value = 0

[State 無敵]
type = NotHitBy
trigger1 = time = 15
value = SCA
time = 210
IgnoreHitPause = 1

[State スパーポーズ]
type = SuperPause
trigger1 = time = 15
time 		= 210
Movetime 	= 210
anim = -1
P2DefMul = 1
darken = 0

;[State ポーズ]
;type = Pause
;trigger1 = time = 15
;time = 210
;MoveTime = 210

[State se暗転ほわーん]
type = PlaySnd
trigger1 = time = 20
value = s4,3
channel = 3

[State voice]
type = PlaySnd
trigger1 = time = 10
value = s116,6
channel = 0

[State 画面揺れ]
type = EnvShake
trigger1 = time = 25
time = 85
freq = 90
ampl = -5
phase = 90

[State 手ビリビリエフェクト]
Type = Helper
Trigger1 = time = 0
StateNo 		= 46808
ID 				= 46808
name 			= "te"
PosType 		= P1
Ownpal 			= 1
SuperMoveTime 	= 210
;PauseMoveTime 	= 210
IgnoreHitPause = 1
Persistent = 0

[State アブオレオ(攻撃)]
Type = Helper
Trigger1 = time = 0
StateNo 		= 46810
ID 				= 46810
name 			= "Abuoreo kougeki"
PosType 		= P1
Pos 			= 40,-86
;Ownpal 		= 1
SuperMoveTime 	= 210
;PauseMoveTime 	= 210
IgnoreHitPause = 1
Persistent = 0

[State 暗転　風マークセット]
Type = Helper
trigger1 = time = 15
StateNo 		= 46750
ID 				= 46752
name 			= "Abuoreo ensyutu"
PosType 		= P1
;Ownpal 		= 1
SuperMoveTime 	= 210
;PauseMoveTime 	= 210
IgnoreHitPause = 1
Persistent = 0

[State アブオレオ(演出)セット]
Type = Helper
trigger1 = time = 15
StateNo 			= 46850
ID 					= 46850
name 				= "Abuoreo ensyutu"
PosType 			= P1
SuperMoveTime 		= 210
;PauseMoveTime 		= 210
IgnoreHitPause = 1
Persistent = 0

[State 足元/手元マークセット]
Type = Helper
Trigger1 = AnimElemTime(13) = 0;time = 196ぐらい
StateNo 			= 46710
ID 					= 46710
name 				= "asimoto mark"
PosType 			= P1
SuperMoveTime 		= 30
IgnoreHitPause = 1
Persistent = 0

[State 0へ]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
[State 6A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 217
[State 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225
[State 3B　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 235
[State 3B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 237
[State 5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 245
[State 5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 247

[State 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
[State 3A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 417
[State 2B　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 427
[State 2C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 447

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 461
[State 1E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 462

[State 閏間　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1171
[State 閏間　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1172
[State 閏間　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 1173
[State 閏間　剣オーラ4]
type = removeExplod
trigger1 = time = 0
ID = 1174

[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271
[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1206
[State A斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1207
[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1216
[State B斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1217
[State C斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 1226
[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1227

[State 対飛び道具用AB斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1291
[State 対飛び道具用C斯封　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1292

[State A吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1461
[State B吐切　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 1462
[State C吐切　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 1463
[State C吐切　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 1464

[State 影宿　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 2071
[State 影宿　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 2072
[State 影宿　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 2073
[State 影宿　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 2074

[State 枯霊　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 2261
[State 枯霊　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 2262
[State 枯霊　剣オーラ3]
type = removeExplod
trigger1 = time = 0
ID = 2263

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper アブオレオ　手ビリビリエフェクト
;---------------------------------------------------------------------------
;var(4)	消滅フラグ
;var(5)	ポスX
;var(6)	ポスY

[Statedef 46808]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000;46808
sprpriority = 2

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 色　青緑]
type = PalFX
trigger1 = 1
add = -128,0,0
time = 1
color = 0

[State 消滅フラグ]
type = VarSet
trigger1 = root,StateNo != 46800
trigger2 = root,StateNo = 46800 && root,AnimElemTime(14) = 1
var(4) = 1
persistent = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 1;0f目にPalFxが効かないのでtime=1から
value = 46808
Persistent = 0

[State 消滅アニメ]
type = ChangeAnim
trigger1 = var(4) = 1
value = 46809
persistent = 0

;ポス-----------------------------

[State ポスXY]
type = null
trigger1 = root,AnimElem = 1
trigger1 = var(5) := -2
trigger1 = var(6) := -70
trigger2 = root,AnimElem = 2
trigger2 = var(5) := -21
trigger2 = var(6) := -90
trigger3 = root,AnimElem = 3
trigger3 = var(5) := -23
trigger3 = var(6) := -100
trigger4 = root,AnimElem = 4
trigger4 = var(5) := -18
trigger4 = var(6) := -95
trigger5 = root,AnimElem = 5
trigger5 = var(5) := -2
trigger5 = var(6) := -70
trigger6 = root,AnimElem = 6
trigger6 = var(5) := -13
trigger6 = var(6) := -80
trigger7 = root,AnimElem = 7
trigger7 = var(5) := 3
trigger7 = var(6) := -90
trigger8 = root,AnimElem = 8
trigger8 = var(5) := 9
trigger8 = var(6) := -123
trigger9 = root,AnimElem = 9
trigger9 = var(5) := -13
trigger9 = var(6) := -80
trigger10= root,AnimElem = 10
trigger10= var(5) := -2
trigger10= var(6) := -70
trigger11= root,AnimElem = 11
trigger11= var(5) := -21
trigger11= var(6) := -90
trigger12= root,AnimElem = 12
trigger12= var(5) := -23
trigger12= var(6) := -100
trigger13= root,AnimElem = 13
trigger13= var(5) := -18
trigger13= var(6) := -95
trigger14= root,AnimElem = 14
trigger14= var(5) := 39
trigger14= var(6) := -87
IgnoreHitPause = 1

[State ポス]
type = PosSet
trigger1 = root,StateNo = 46800 && root,AnimElemTime(15) < 0
x = root,Pos X + var(5)*root,facing
y = root,Pos Y + var(6)
IgnoreHitPause = 1
persistent = 1

;ポス-----------------------------

[State トランス]
type = Trans
trigger1 = 1
trans = add

[State デス]
Type = DestroySelf
trigger1 = anim = 46809
trigger1 = animtime = 0
trigger2 = root,StateNo != 46800;保険

;---------------------------------------------------------------------------
;helper アブオレオ　飛び道具
;---------------------------------------------------------------------------
;var(35)風エフェクト発生タイミングタイム用
;var(37)アルカナ技　グレイズ有効時間

[Statedef 46810]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
Anim 		= 12000
sprpriority = 4

[state 影無し]
Type = AssertSpecial
Trigger1 = 1
flag = noshadow

;グレイズ-------------------------
[State グレイズ有効条件]
type =  StateTypeSet
triggerAll = NumEnemy > 0
trigger1 = (EnemyNear,StateNo) = [100,119]
movetype = I

[State グレイズ無効条件]
type = StateTypeSet
triggerAll = NumEnemy > 0
triggerAll = var(37) = 0
trigger1 = !((EnemyNear,StateNo) = [100,119])
movetype = A

[State グレイズエフェクト1]
type = Explod
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-8-(EnemyNear,Const(Size.Ground.Front)), 8+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-8, 8-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20981+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20981
[State グレイズエフェクト2]
type = Explod
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-8-(EnemyNear,Const(Size.Ground.Front)), 8+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-8, 8-(EnemyNear,Const(Size.Head.Pos.Y))]
Anim 			= 20985+random%4
PosType 		= P1
Scale 			= 0.5, 0.5
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 10
ID = 20985

[State seグレイズ]
type = PlaySnd
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-8-(EnemyNear,Const(Size.Ground.Front)), 8+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-8, 8-(EnemyNear,Const(Size.Head.Pos.Y))]
value = 10, 0
channel = 11
IgnoreHitPause = 1
Persistent = 10

[State グレイズ有効時間　グレイズ行動中]
type = VarSet
trigger1 = MoveType = I
trigger1 = NumEnemy > 0
trigger1 = P2Dist X = [-8-(EnemyNear,Const(Size.Ground.Front)), 8+(EnemyNear,Const(Size.Ground.Back))]
trigger1 = P2Dist Y = [-8, 8-(EnemyNear,Const(Size.Head.Pos.Y))]
trigger1 = (EnemyNear,StateNo) = [100,119]
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　カウントダウン]
type = VarAdd
trigger1 = var(37) >= 1
trigger1 = var(37) <= 15
var(37) = 1
IgnoreHitPause = 1
Persistent = 1

[State グレイズ有効時間　リセット]
type = VarSet
trigger1 = var(37) = 16
var(37) = 0
IgnoreHitPause = 1
Persistent = 1
;グレイズ-------------------------

[State アニメ]
type = ChangeAnim
trigger1 = time = 211
value = 46810
Persistent = 0

[State ポス]
type = PosSet
trigger1 = time = 210
x = root,Pos X +40*root,facing
y = root,Pos Y -86
Persistent = 0

[State seオレオ3]
type = PlaySnd
trigger1 = time = 226
value = s55,4
volume = 255

[State 速度]
Type = VelSet
trigger1 = time >= 227
x = 20
IgnoreHitPause = 1

[State アタックディスト]
type = AttackDist
trigger1 = time < 226
value = 0

[State 攻撃　アブオレオ]
type = Hitdef
trigger1 = time >= 226
Trigger1 = !MoveContact
attr 				= A, HP
damage 				= Ceil(root,FVar(10)*303),Ceil(root,FVar(10)*30)
animtype 			= Hard
getpower 			= 0,0
givepower 			= 0,0
guardflag 			= MA
hitflag 			= MAF
priority 			= 7,Hit
hitsound 			= s5,4
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High
air.type 			= Low

pausetime 			= 0,35
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 0,35
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -4.5,-30.0
guard.velocity 		= -12
air.velocity 		= -4.5,-30.0
airguard.velocity 	= -1.5,-3.5

yaccel 				= 0.44
fall 				= 1
fall.recovertime 	= Ceil(root,fvar(20)*70+35)
guard.kill 			= 0
guard.dist			= 320
ID 					= 46810
PalFX.Time 			= 120
PalFX.Add 			= 0,96,96

[State アブオレオ　手元エフェクト]
type = Explod
trigger1 = time = 226
Anim 			= 46812
PosType 		= P1
Scale 			= 0.15,0.15
SprPriority 	= 5
persistent = 0

[State ビーム見た目]
type = Explod
trigger1 = time = 227
Anim 			= 46811
PosType 		= P1
Pos 			= -20,0
Scale 			= 0.5,0.5
Vel 			= Ifelse(facing=-1,0.50,0),0
BindTime 		= 1
SprPriority 	= 3
IgnoreHitPause = 1
ID = 46811

[State ビーム　サイズ]
type = VarAdd
trigger1 = time > 227
fvar(11) = 0.5
[State ビーム　サイズ]
type = ModifyExplod
trigger1 = 1
scale = 0.5+fvar(11),0.5
ID = 46811

[State 風エフェクト発生タイミングタイム用]
type = VarSet
trigger1 = time >= 210
var(35) = ceil(-BackEdgeDist * 0.0469+226)
IgnoreHitPause = 1
Persistent = 0

[State アブオレオ(風エフェクト)]
Type = Helper
trigger1 = var(35)
trigger1 = time = var(35)
StateNo 		= 46815
ID 				= 46815
name 			= "repu-ken"
PosType 		= Back;P1
Pos 			= 0,0
SuperMoveTime 	= 226-var(35)
;PauseMoveTime 	= 226-var(35)
IgnoreHitPause = 1
Persistent = 0

;ヒットエフェクト--------------------

[State アブオレオ　ヒットエフェクト1]
type = Explod
trigger1 = MoveHit
Anim 			= 46813
PosType 		= P1
Scale 			= 0.5,0.5
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 10,-70
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットエフェクト--------------------

;補正等々--------

[State コンボ数]
type = ParentVarAdd
trigger1 = MoveHit
v = 14
value = 1
IgnoreHitPause = 1
persistent = 0

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = root,fvar(11)*0.50
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*0.80
IgnoreHitPause = 1
persistent = 0

[State 超必殺技KO勝利演出]
type = ParentVarSet
Trigger1 = MoveHit
Trigger1 = RoundState = 2
var(34) = 5
IgnoreHitPause = 1
Persistent = 0

;補正等々--------

[State KOスローなし]
Type = AssertSpecial
Trigger1 = MoveHit
flag = nokoslow

[State デス]
type = DestroySelf
trigger1 = NumTarget(41210) = 0
trigger1 = time >= 275
trigger2 = time < 226 && root,MoveType = H

;---------------------------------------------------------------------------
;helper アブオレオ(風エフェクト)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(1)	イクスプロッドトランス用1
;var(2)	イクスプロッドトランス用2
;var(3)	イクスプロッドトランス用3
;var(4)	イクスプロッドトランス用4
;var(5)	イクスプロッドトランス用5
;var(6)	イクスプロッドトランス用6
;var(7)	イクスプロッドトランス用7
;var(8)	イクスプロッドトランス用8
;var(9)	イクスプロッドトランス用9
;var(10)イクスプロッドトランス用10
;var(11)イクスプロッドトランス用11
;var(12)イクスプロッドトランス用12
;var(13)イクスプロッドトランス用13
;var(14)イクスプロッドトランス用14
;var(15)イクスプロッドトランス用15
;var(16)イクスプロッドトランス用16
;var(17)イクスプロッドトランス用17
;var(18)イクスプロッドトランス用18
;var(30)ID用
;var(35)スーパームーブタイム用
;fvar(11)イクスプロッドサイズ用1
;fvar(12)イクスプロッドサイズ用2
;fvar(13)イクスプロッドサイズ用3
;fvar(14)イクスプロッドサイズ用4
;fvar(15)イクスプロッドサイズ用5
;fvar(16)イクスプロッドサイズ用6
;fvar(17)イクスプロッドサイズ用7
;fvar(18)イクスプロッドサイズ用8
;fvar(19)イクスプロッドサイズ用9
;fvar(20)イクスプロッドサイズ用10
;fvar(21)イクスプロッドサイズ用11
;fvar(22)イクスプロッドサイズ用12
;fvar(23)イクスプロッドサイズ用13
;fvar(24)イクスプロッドサイズ用14
;fvar(25)イクスプロッドサイズ用15
;fvar(26)イクスプロッドサイズ用16
;fvar(27)イクスプロッドサイズ用17
;fvar(28)イクスプロッドサイズ用18

[Statedef 46815]
type 		= A
movetype 	= I
physics 	= N
Anim 		= 46815
VelSet 		= 22,0
ctrl 		= 0
sprpriority = 2

[state 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = 1.5,1.5


;トランス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 35
var(0) = -15

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State 空アニメ]
type = ChangeAnim
trigger1 = var(0) <= 0
value = 12000
Persistent = 0

;イクスプロッド-------------------------
[State スーパームーブタイム用]
type = VarSet
trigger1 = time = 0
var(35) = Parent,var(35)
Persistent = 0

[State ID用]
type = VarSet
trigger1 = time = 0
var(30) = 46821
[State ID用]
type = VarAdd
trigger1 = time > 0
trigger1 = time%3 =0
var(30) = 1

[State 初期Sトランス/サイズ]
type = null
trigger1 = time = 0
trigger1 = 1 || var(1)  := 256
trigger1 = 1 || var(2)  := 256
trigger1 = 1 || var(3)  := 256
trigger1 = 1 || var(4)  := 256
trigger1 = 1 || var(5)  := 256
trigger1 = 1 || var(6)  := 256
trigger1 = 1 || var(7)  := 256
trigger1 = 1 || var(8)  := 256
trigger1 = 1 || var(9)  := 256
trigger1 = 1 || var(10) := 256
trigger1 = 1 || var(11) := 256
trigger1 = 1 || var(12) := 256
trigger1 = 1 || var(13) := 256
trigger1 = 1 || var(14) := 256
trigger1 = 1 || var(15) := 256
trigger1 = 1 || var(16) := 256
trigger1 = 1 || var(17) := 256
trigger1 = 1 || var(18) := 256
trigger1 = 1 || fvar(11) := 0.5
trigger1 = 1 || fvar(12) := 0.5
trigger1 = 1 || fvar(13) := 0.5
trigger1 = 1 || fvar(14) := 0.5
trigger1 = 1 || fvar(15) := 0.5
trigger1 = 1 || fvar(16) := 0.5
trigger1 = 1 || fvar(17) := 0.5
trigger1 = 1 || fvar(18) := 0.5
trigger1 = 1 || fvar(19) := 0.5
trigger1 = 1 || fvar(20) := 0.5
trigger1 = 1 || fvar(21) := 0.5
trigger1 = 1 || fvar(22) := 0.5
trigger1 = 1 || fvar(23) := 0.5
trigger1 = 1 || fvar(24) := 0.5
trigger1 = 1 || fvar(25) := 0.5
trigger1 = 1 || fvar(26) := 0.5
trigger1 = 1 || fvar(27) := 0.5
trigger1 = 1 || fvar(28) := 0.5

[State 風エフェクト2]
type = Explod
trigger1 = var(0) > 0
trigger1 = time <= 51
trigger1 = time%3 = 0
Anim 			= 46816
PosType 		= P1
Pos 			= 0,0
;Pos 			= time*3,0
SprPriority 	= 2
SuperMoveTime 	= ifelse(226-var(35)-time>0,226-var(35)-time,0)
;PauseMoveTime 	= ifelse(226-var(35)-time>0,226-var(35)-time,0)
ID = var(30)

[State Sトランス　風エフェクト1]
type = VarAdd
trigger1 = NumExplod(46821)
trigger1 = time >= 0+28
var(1) = -32
[State Sトランス　風エフェクト2]
type = VarAdd
trigger1 = NumExplod(46822)
trigger1 = time >= 3+28
var(2) = -32
[State Sトランス　風エフェクト3]
type = VarAdd
trigger1 = NumExplod(46823)
trigger1 = time >= 6+28
var(3) = -32
[State Sトランス　風エフェクト4]
type = VarAdd
trigger1 = NumExplod(46824)
trigger1 = time >= 9+28
var(4) = -32
[State Sトランス　風エフェクト5]
type = VarAdd
trigger1 = NumExplod(46825)
trigger1 = time >= 12+28
var(5) = -32
[State Sトランス　風エフェクト6]
type = VarAdd
trigger1 = NumExplod(46826)
trigger1 = time >= 15+28
var(6) = -32
[State Sトランス　風エフェクト7]
type = VarAdd
trigger1 = NumExplod(46827)
trigger1 = time >= 18+28
var(7) = -32
[State Sトランス　風エフェクト8]
type = VarAdd
trigger1 = NumExplod(46828)
trigger1 = time >= 21+28
var(8) = -32
[State Sトランス　風エフェクト9]
type = VarAdd
trigger1 = NumExplod(46829)
trigger1 = time >= 24+28
var(9) = -32
[State Sトランス　風エフェクト10]
type = VarAdd
trigger1 = NumExplod(46830)
trigger1 = time >= 27+28
var(10) = -32
[State Sトランス　風エフェクト11]
type = VarAdd
trigger1 = NumExplod(46831)
trigger1 = time >= 30+28
var(11) = -32
[State Sトランス　風エフェクト12]
type = VarAdd
trigger1 = NumExplod(46832)
trigger1 = time >= 33+28
var(12) = -32
[State Sトランス　風エフェクト13]
type = VarAdd
trigger1 = NumExplod(46833)
trigger1 = time >= 36+28
var(13) = -32
[State Sトランス　風エフェクト14]
type = VarAdd
trigger1 = NumExplod(46834)
trigger1 = time >= 39+28
var(14) = -32
[State Sトランス　風エフェクト15]
type = VarAdd
trigger1 = NumExplod(46835)
trigger1 = time >= 42+28
var(15) = -32
[State Sトランス　風エフェクト16]
type = VarAdd
trigger1 = NumExplod(46836)
trigger1 = time >= 45+28
var(16) = -32
[State Sトランス　風エフェクト17]
type = VarAdd
trigger1 = NumExplod(46837)
trigger1 = time >= 48+28
var(17) = -32
[State Sトランス　風エフェクト18]
type = VarAdd
trigger1 = NumExplod(46838)
trigger1 = time >= 51+28
var(18) = -32


[State サイズ　風エフェクト1]
type = VarAdd
trigger1 = NumExplod(46821)
fvar(11) = 0.035
[State サイズ　風エフェクト2]
type = VarAdd
trigger1 = NumExplod(46822)
fvar(12) = 0.035
[State サイズ　風エフェクト3]
type = VarAdd
trigger1 = NumExplod(46823)
fvar(13) = 0.035
[State サイズ　風エフェクト4]
type = VarAdd
trigger1 = NumExplod(46824)
fvar(14) = 0.035
[State サイズ　風エフェクト5]
type = VarAdd
trigger1 = NumExplod(46825)
fvar(15) = 0.035
[State サイズ　風エフェクト6]
type = VarAdd
trigger1 = NumExplod(46826)
fvar(16) = 0.035
[State サイズ　風エフェクト7]
type = VarAdd
trigger1 = NumExplod(46827)
fvar(17) = 0.035
[State サイズ　風エフェクト8]
type = VarAdd
trigger1 = NumExplod(46828)
fvar(18) = 0.035
[State サイズ　風エフェクト9]
type = VarAdd
trigger1 = NumExplod(46829)
fvar(19) = 0.035
[State サイズ　風エフェクト10]
type = VarAdd
trigger1 = NumExplod(46830)
fvar(20) = 0.035
[State サイズ　風エフェクト11]
type = VarAdd
trigger1 = NumExplod(46831)
;trigger1 = time >= 30+15
fvar(21) = 0.035
[State サイズ　風エフェクト12]
type = VarAdd
trigger1 = NumExplod(46832)
fvar(22) = 0.035
[State サイズ　風エフェクト13]
type = VarAdd
trigger1 = NumExplod(46833)
fvar(23) = 0.035
[State サイズ　風エフェクト14]
type = VarAdd
trigger1 = NumExplod(46834)
;trigger1 = time >= 39+15
fvar(24) = 0.035
[State サイズ　風エフェクト15]
type = VarAdd
trigger1 = NumExplod(46835)
fvar(25) = 0.035
[State サイズ　風エフェクト16]
type = VarAdd
trigger1 = NumExplod(46836)
fvar(26) = 0.035
[State サイズ　風エフェクト17]
type = VarAdd
trigger1 = NumExplod(46837)
fvar(27) = 0.035
[State サイズ　風エフェクト18]
type = VarAdd
trigger1 = NumExplod(46838)
fvar(28) = 0.035


[State 風エフェクト1]
type = ModifyExplod
trigger1 = NumExplod(46821)
ID = 46821
Scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(1),256
[State 風エフェクト2]
type = ModifyExplod
trigger1 = NumExplod(46822)
ID = 46822
Scale 			= fvar(12),fvar(12)
trans 			= addalpha
alpha 			= var(2),256
[State 風エフェクト3]
type = ModifyExplod
trigger1 = NumExplod(46823)
ID = 46823
Scale 			= fvar(13),fvar(13)
trans 			= addalpha
alpha 			= var(3),256
[State 風エフェクト4]
type = ModifyExplod
trigger1 = NumExplod(46824)
ID = 46824
Scale 			= fvar(14),fvar(14)
trans 			= addalpha
alpha 			= var(4),256
[State 風エフェクト5]
type = ModifyExplod
trigger1 = NumExplod(46825)
ID = 46825
Scale 			= fvar(15),fvar(15)
trans 			= addalpha
alpha 			= var(5),256
[State 風エフェクト6]
type = ModifyExplod
trigger1 = NumExplod(46826)
ID = 46826
Scale 			= fvar(16),fvar(16)
trans 			= addalpha
alpha 			= var(6),256
[State 風エフェクト7]
type = ModifyExplod
trigger1 = NumExplod(46827)
ID = 46827
Scale 			= fvar(17),fvar(17)
trans 			= addalpha
alpha 			= var(7),256
[State 風エフェクト8]
type = ModifyExplod
trigger1 = NumExplod(46828)
ID = 46828
Scale 			= fvar(18),fvar(18)
trans 			= addalpha
alpha 			= var(8),256
[State 風エフェクト9]
type = ModifyExplod
trigger1 = NumExplod(46829)
ID = 46829
Scale 			= fvar(19),fvar(19)
trans 			= addalpha
alpha 			= var(9),256
[State 風エフェクト10]
type = ModifyExplod
trigger1 = NumExplod(46830)
ID = 46830
Scale 			= fvar(20),fvar(20)
trans 			= addalpha
alpha 			= var(10),256
[State 風エフェクト11]
type = ModifyExplod
trigger1 = NumExplod(46831)
ID = 46831
Scale 			= fvar(21),fvar(21)
trans 			= addalpha
alpha 			= var(11),256
[State 風エフェクト12]
type = ModifyExplod
trigger1 = NumExplod(46832)
ID = 46832
Scale 			= fvar(22),fvar(22)
trans 			= addalpha
alpha 			= var(12),256
[State 風エフェクト13]
type = ModifyExplod
trigger1 = NumExplod(46833)
ID = 46833
Scale 			= fvar(23),fvar(23)
trans 			= addalpha
alpha 			= var(13),256
[State 風エフェクト14]
type = ModifyExplod
trigger1 = NumExplod(46834)
ID = 46834
Scale 			= fvar(24),fvar(24)
trans 			= addalpha
alpha 			= var(14),256
[State 風エフェクト15]
type = ModifyExplod
trigger1 = NumExplod(46835)
ID = 46835
Scale 			= fvar(25),fvar(25)
trans 			= addalpha
alpha 			= var(15),256
[State 風エフェクト16]
type = ModifyExplod
trigger1 = NumExplod(46836)
ID = 46836
Scale 			= fvar(26),fvar(26)
trans 			= addalpha
alpha 			= var(16),256
[State 風エフェクト17]
type = ModifyExplod
trigger1 = NumExplod(46837)
ID = 46837
Scale 			= fvar(27),fvar(27)
trans 			= addalpha
alpha 			= var(17),256
[State 風エフェクト18]
type = ModifyExplod
trigger1 = NumExplod(46838)
ID = 46838
Scale 			= fvar(28),fvar(28)
trans 			= addalpha
alpha 			= var(18),256


[State 消去　風エフェクト1]
type = RemoveExplod
trigger1 = var(1) <= 0
ID = 46821
[State 消去　風エフェクト2]
type = RemoveExplod
trigger1 = var(2) <= 0
ID = 46822
[State 消去　風エフェクト3]
type = RemoveExplod
trigger1 = var(3) <= 0
ID = 46823
[State 消去　風エフェクト4]
type = RemoveExplod
trigger1 = var(4) <= 0
ID = 46824
[State 消去　風エフェクト5]
type = RemoveExplod
trigger1 = var(5) <= 0
ID = 46825
[State 消去　風エフェクト6]
type = RemoveExplod
trigger1 = var(6) <= 0
ID = 46826
[State 消去　風エフェクト7]
type = RemoveExplod
trigger1 = var(7) <= 0
ID = 46827
[State 消去　風エフェクト8]
type = RemoveExplod
trigger1 = var(8) <= 0
ID = 46828
[State 消去　風エフェクト9]
type = RemoveExplod
trigger1 = var(9) <= 0
ID = 46829
[State 消去　風エフェクト10]
type = RemoveExplod
trigger1 = var(10) <= 0
ID = 46830
[State 消去　風エフェクト11]
type = RemoveExplod
trigger1 = var(11) <= 0
ID = 46831
[State 消去　風エフェクト12]
type = RemoveExplod
trigger1 = var(12) <= 0
ID = 46832
[State 消去　風エフェクト13]
type = RemoveExplod
trigger1 = var(13) <= 0
ID = 46833
[State 消去　風エフェクト14]
type = RemoveExplod
trigger1 = var(14) <= 0
ID = 46834
[State 消去　風エフェクト15]
type = RemoveExplod
trigger1 = var(15) <= 0
ID = 46835
[State 消去　風エフェクト16]
type = RemoveExplod
trigger1 = var(16) <= 0
ID = 46836
[State 消去　風エフェクト17]
type = RemoveExplod
trigger1 = var(17) <= 0
ID = 46837
[State 消去　風エフェクト18]
type = RemoveExplod
trigger1 = var(18) <= 0
ID = 46838

;イクスプロッド-------------------------

;デス
[State デス]
type = DestroySelf
trigger1 = time > 80
trigger1 = var(0) <= 0
trigger1 = NumExplod(46821) = 0
trigger1 = NumExplod(46822) = 0
trigger1 = NumExplod(46823) = 0
trigger1 = NumExplod(46824) = 0
trigger1 = NumExplod(46825) = 0
trigger1 = NumExplod(46826) = 0
trigger1 = NumExplod(46827) = 0
trigger1 = NumExplod(46828) = 0
trigger1 = NumExplod(46829) = 0
trigger1 = NumExplod(46820) = 0
trigger1 = NumExplod(46831) = 0
trigger1 = NumExplod(46832) = 0
trigger1 = NumExplod(46833) = 0
trigger1 = NumExplod(46834) = 0
trigger1 = NumExplod(46835) = 0
trigger1 = NumExplod(46836) = 0
trigger1 = NumExplod(46837) = 0
trigger1 = NumExplod(46838) = 0


;---------------------------------------------------------------------------
;helper アブオレオ　演出セット
;---------------------------------------------------------------------------
;var(1)	トランス用　背景テンペスタス
;var(2)	トランス用　黒バック2	
;var(3)	トランス用　リング（円）	
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B
;fvar(11)イクスプロッドサイズ用1

;sprpriority
;-12	背景テンペスタス

;25		黒バック2		explod
;26		手				explod
;26		放射状光
;27		風エフェクト	explod
;28		リング（円）	explod
;29		マーク
;29		円ライン

;29		手の平テンペスタス　メイン	explod
;30		手の平テンペスタス　サブ	explod

;46865 床

[Statedef 46850]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
sprpriority = 5

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポス]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120
IgnoreHitPause = 1
persistent = 1

[State seオレオ1]
type = PlaySnd
trigger1 = time = 119
value = s55,2

[State seオレオ2]
type = PlaySnd
trigger1 = time = 119
value = s55,3

;======================================黒バック1
[State 背景初期値];フォース展開時
type = null
trigger1 = time = 205
trigger1 = var(51) := -256
trigger1 = var(52) := -256
trigger1 = var(53) := -256

[State 背景フェードインR]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = time = [205,220]
var(51) = 16
[State 背景フェードインG]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = time = [205,220]
var(52) = 16
[State 背景フェードインB]
type = VarAdd
triggerall = NumHelper(40410) = 0
trigger1 = time = [205,220]
var(53) = 16

[State 背景フェードインR];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = time = [205,220]
var(51) = floor((256+helper(40410),var(51))/16)
[State 背景フェードインG];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = time = [205,220]
var(52) = floor((256+helper(40410),var(52))/16)
[State 背景フェードインB];フォース展開時
type = VarAdd
triggerall = NumHelper(40410)
trigger1 = time = [205,220]
var(53) = floor((256+helper(40410),var(53))/16)

[State 背景フェードイン]
type = BGPalFX
trigger1 = time >= 205
time = 1
add = var(51),var(52),var(53)


[State 背景消し]
type = AssertSpecial
trigger1 = time = [32,205]
flag = NoFG
flag2= NoBG


;イクスプロッド-------------------------

;======================================背景テンペスタス
[State 背景テンペスタス]
type = Explod
trigger1 = time = 25
Anim 			= 46851
PosType 		= P1
Pos 			= -160,-130
Scale 			= 1.0,1.0
RemoveTime 		= 110;105
SprPriority 	= -12
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 46851

[State フェードイン]
type = VarAdd
trigger1 = NumExplod(46851)
trigger1 = var(0) < 256
var(1) = 16

[State 背景テンペスタス]
type = ModifyExplod
trigger1 = NumExplod(46851)
ID = 46851
trans 			= addalpha
alpha 			= var(1),256-var(1)

;======================================黒バック2
[State 黒バック2]
type = Explod
trigger1 = time = 91
Anim 			= 12001
PosType 		= P1
Scale 			= 20,20
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 25
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 46860

[State 黒バック　Dトランス]
type = VarSet
trigger1 = time = 0
var(2) = 256
[State 黒バック　Dフェードイン]
type = VarAdd
trigger1 = time = [91,104]
var(2) = -21
[State 黒バック　Dフェードアウト]
type = VarAdd
trigger1 = time >= 170
var(2) = 21

[State 黒バック2]
type = ModifyExplod
trigger1 = NumExplod(46860)
ID = 46860
trans 			= addalpha
alpha 			= 256,var(2)
[State 消去　黒バック2]
type = RemoveExplod
trigger1 = var(2) > 256
ID = 46860

;======================================手の平演出
[State 風エフェクト]
type = Explod
trigger1 = time = 95
Anim 			= 46862
PosType 		= P1
Scale 			= 0.1,0.1
BindTime 		= -1
SprPriority 	= 27
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0

[State 手]
type = Explod
trigger1 = time = 95
Anim 			= 46863
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 26
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0

[State 手の平テンペスタス　サブ]
type = Explod
trigger1 = time = 119
Anim 			= 46864
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 29
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
[State 手の平テンペスタス　メイン]
type = Explod
trigger1 = time = 119
Anim 			= 46865
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 30
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0

;======================================リング（円）
[State リング（円）]
type = Explod
trigger1 = time = 91
Anim 			= 46875
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 28
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 46875

[State リング（円）　Sトランス]
type = VarSet
trigger1 = time = 0
var(3) = 256
[State リング（円）　Sフェードアウト]
type = VarAdd
trigger1 = time > 101
var(3) = -8

[State リング（円）　時間経過サイズ]
type = VarAdd
trigger1 = NumExplod(46875)
fvar(11) = 0.025

[State リング（円）]
type = ModifyExplod
trigger1 = NumExplod(46875)
ID = 46875
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(3),256

[State 消去　リング（円）]
type = RemoveExplod
trigger1 = var(3) < 0
ID = 46875

;イクスプロッド-------------------------

;ヘルパー-------------------------

[State 放射状光]
Type = Helper
Trigger1 = time = 95
StateNo 		= 46861
ID 				= 46861
name 			= "hikari"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
Ownpal = 1

[State 円ライン1]
Type = Helper
Trigger1 = time = 95
StateNo 		= 46885
ID 				= 46886
name 			= "en line1"
PosType 		= P1
facing 			= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
[State 円ライン2]
Type = Helper
Trigger1 = time = 95
StateNo 		= 46885
ID 				= 46887
name 			= "en line2"
PosType 		= P1
facing 			= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
[State 円ライン3]
Type = Helper
Trigger1 = time = 95
StateNo 		= 46885
ID 				= 46888
name 			= "en line3"
PosType 		= P1
facing 			= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0

[State マークB大]
Type = Helper
Trigger1 = time = 95
StateNo 		= 46890
ID 				= 46891
name 			= "MarkB2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
[State マークB大ぼやけ]
Type = Helper
Trigger1 = time = 95
StateNo 		= 46890
ID 				= 46892
name 			= "MarkB2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0

[State マークA大ぼやけ]
Type = Helper
Trigger1 = time = 95
StateNo 		= 46890
ID 				= 46896
name 			= "MarkA3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0

[State マークA小1ぼやけ]
Type = Helper
Trigger1 = time = 95
StateNo 		= 46890
ID 				= 46898
name 			= "MarkB4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
[State マークA小2ぼやけ]
Type = Helper
Trigger1 = time = 95
StateNo 		= 46890
ID 				= 46899
name 			= "MarkA5"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0

;手の平演出----------------------------

;ヘルパー-------------------------

[State デス];子ヘルパアニメ不具合（最悪560）対策　親ヘルパを先に消さない。もしくは本体が親になる。
type = DestroySelf
triggerall = NumHelper(46861) = 0
triggerall = NumHelper(46886) = 0
triggerall = NumHelper(46887) = 0
triggerall = NumHelper(46888) = 0
triggerall = NumHelper(46891) = 0
triggerall = NumHelper(46892) = 0
triggerall = NumHelper(46896) = 0
triggerall = NumHelper(46898) = 0
triggerall = NumHelper(46899) = 0
trigger1 = time > 225
trigger2 = Win

;---------------------------------------------------------------------------
;helper アブオレオ用　放射状光　手の平演出
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(4)	トランス用フェードアウトスイッチ
;fvar(0)サイズXY

[Statedef 46861]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 46861
sprpriority = 26

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 色　青]
type = PalFX
trigger1 = 1
add = -100,48,96
time = -1
color = 0

[State ポスXY]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120
IgnoreHitPause = 1
persistent = 1

;サイズ-----------------------------
[State サイズ]
type = VarAdd
trigger1 = fvar(0) < 0.5
fvar(0) = 0.05

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)

;サイズ-----------------------------

[State 角度]
type = AngleSet
trigger1 = time%18 = 0
value = random%4*90
persistent = 1;18

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 112

[State Sフェードイン]
type = VarAdd
trigger1 = time = [1,9]
trigger2 = time = [19,27]
var(0) = 16

[State Sフェードアウト]
type = VarAdd
trigger1 = time = [10,18]
trigger2 = time >= 28
var(0) = -16

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
trigger1 = time >= 1
trigger1 = var(0) <= 0
trigger2 = root,StateNo != 46800;保険

;---------------------------------------------------------------------------
;helper アブオレオ用　円ライン　手の平演出
;---------------------------------------------------------------------------
;Var(0)	トランス用S
;Var(4)	トランス用フェードアウトスイッチ
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 46885]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 46885
sprpriority = 29

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポス]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120
persistent = 1

;サイズ-----------------------------
;時間経過サイズ
[State 1X]
type = VarAdd
trigger1 = IsHelper(46886)
fvar(1) = 0.0333
[State 1Y]
type = VarAdd
trigger1 = IsHelper(46886)
fvar(2) = 0.0333

[State 2X]
type = VarAdd
trigger1 = IsHelper(46887)
fvar(1) = 0.01665
[State 2Y]
type = VarAdd
trigger1 = IsHelper(46887)
fvar(2) = 0.0333

[State 3X]
type = VarAdd
trigger1 = IsHelper(46888)
fvar(1) = 0.005
[State 3Y]
type = VarAdd
trigger1 = IsHelper(46888)
fvar(2) = 0.0333

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(1),fvar(2)
;サイズ-----------------------------

;角度-------------------------------
[State 角度]
type = null
triggerall = time = 0
trigger1 = IsHelper(46886)
trigger1 = var(2) := 1
trigger2 = IsHelper(46887)
trigger2 = var(2) := 20
trigger3 = IsHelper(46888)
trigger3 = var(2) := -20

[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)

;角度-------------------------------


;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = time = 14
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
trigger1 = var(4) = 1
var(0) = -4
persistent = 1

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = root,StateNo != 46800;保険
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;helper アブオレオ用　マーク　手の平演出
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;Var(4)	トランス用フェードアウトスイッチ
;fvar(0)サイズXY

;ID 46896 マークB大　ぼやけ
;ID 46897 マークA大　ぼやけ
;ID 46898 マークA小1　ぼやけ
;ID 46899 マークA小2　ぼやけ

[Statedef 46890]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
sprpriority = 29

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポス]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120
IgnoreHitPause = 1
persistent = 1

;アニメ
[State マークB]
type = ChangeAnim
trigger1 = time = 0
trigger1 = IsHelper(46891)
value = 46720
persistent = 0
[State マークBぼやけ3]
type = ChangeAnim
trigger1 = time = 0
trigger1 = IsHelper(46892)
value = 46723
persistent = 0

[State マークAぼやけ1]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(46896)
trigger2 = IsHelper(46898)
trigger3 = IsHelper(46899)
value = 46731
persistent = 0

[State マークAぼやけ2]
type = ChangeAnim
triggerall = time = 20
trigger1 = IsHelper(46898)
value = 46732
persistent = 0
[State マークAぼやけ3]
type = ChangeAnim
triggerall = time = 20
trigger1 = IsHelper(46899)
value = 46733
persistent = 0

;サイズ-----------------------------
[State 時間経過サイズ]
type = VarAdd
trigger1 = IsHelper(46891)
trigger2 = IsHelper(46892)
trigger3 = IsHelper(46896)
trigger4 = IsHelper(46898) && fvar(0) <= 1.0
trigger5 = IsHelper(46899) && fvar(0) <= 1.0
fvar(0) = 0.054

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(0),fvar(0)
;サイズ-----------------------------

;回転-----------------------------
[State 回転]
type = VarAdd
trigger1 = IsHelper(46891)
var(2) = 10
[State 回転]
type = VarAdd
trigger1 = IsHelper(46896)
var(2) = -10

[State 回転]
type = VarAdd
trigger1 = IsHelper(46892)
var(2) = -7

[State 回転]
type = VarAdd
trigger1 = IsHelper(46898)
var(2) = 5
[State 回転]
type = VarAdd
trigger1 = IsHelper(46899)
var(2) = -5

[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)*root,facing

;回転-----------------------------

;トランス　デス
[State Sトランス]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(46891)
trigger2 = IsHelper(46896)
var(0) = 256;196
[State Sトランス]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(46892)
var(0) = 196

[State Sトランス]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(46898)
trigger2 = IsHelper(46899)
var(0) = 256

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = time = 14
var(4) = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
triggerall = var(4) = 1
trigger1 = IsHelper(46891)
trigger2 = IsHelper(46892)
trigger3 = IsHelper(46896)
var(0) = -4;-3
[State Sフェードアウト]
type = VarAdd
triggerall = var(4) = 1
trigger1 = IsHelper(46898)
trigger2 = IsHelper(46899)
var(0) = -5

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256

[State デス]
Type = DestroySelf
triggerall = time >= 1
trigger1 = root,StateNo != 46800;保険
trigger2 = var(0) <= 0
