
;---------------------------------------------------------------------------
;5A
;---------------------------------------------------------------------------
[Statedef 200]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 200
poweradd 	= ceil(5*fvar(21))

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------

[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),201,202)+((anim=6200)*6000)+((anim=16200)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 201
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(4) = 1
Anim 			= ifelse(!var(48),203,204)+((anim=6200)*6000)+((anim=16200)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 203


[State 戻りエフェクト]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= ifelse(!var(48),205,206)+((anim=6200)*6000)+((anim=16200)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 205
[State 剣オーラ]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),207,208)+((anim=6200)*6000)+((anim=16200)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 207

[State 消去　剣閃エフェ]
type = RemoveExplod
trigger1 = AnimElemTime(4) >= 1
ID = 201
IgnoreHitPause = 1
[State 消去　剣オーラ]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 207
IgnoreHitPause = 1

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s112,0+random%3
channel = 0
Persistent = 0

[State 攻撃5A]
type = HitDef
trigger1 = AnimElem = 2
attr 				= S, NA
damage 				= Ceil(fvar(10)*23 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Light
getpower 			= ceil(20*fvar(21)),ceil(20*fvar(21))
givepower 			= 20,20
guardflag 			= MA
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,10
guardsound 			= s6,0
sparkno 			= ifelse(var(51) = 0,0,-1)
sparkxy 			= floor(p2dist x/2-40),floor(p2dist y/3-73)
ground.type 		= High
air.type 			= Low

pausetime 			= 8,8+var(36)
ground.slidetime	= 10						;(省略時0)
ground.hittime 		= 11						;(省略時0)
air.hittime 		= 13						;(省略時20)
guard.pausetime		= 8,8
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 		= -1.5,-5.0
airguard.velocity 	= -0.7,-3.5

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*22+8)

guard.kill 			= 0
p2facing 			= 1

PalFX.Time 			= ifelse(var(36),var(36)+5,0)
PalFX.Mul 			= 150, 150, 150

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 200
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+30),floor(p2dist y/3-73)
;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,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

[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
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;6A
;---------------------------------------------------------------------------
[Statedef 210]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 210
poweradd 	= ceil(5*fvar(21))

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),211,212)+((anim=6210)*6000)+((anim=16210)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 211
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(4) = 1
Anim 			= ifelse(!var(48),213,214)+((anim=6210)*6000)+((anim=16210)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 213

[State 戻りエフェクト]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= ifelse(!var(48),205,206)+((anim=6210)*6000)+((anim=16210)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 215
[State 剣オーラ]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),217,218)+((anim=6210)*6000)+((anim=16210)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 217

[State 消去　剣閃エフェ1]
type = RemoveExplod
trigger1 = AnimElemTime(4) >= 1
ID = 211
IgnoreHitPause = 1
[State 消去　剣オーラ]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 217
IgnoreHitPause = 1

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = s112,0+random%3
channel = 0
Persistent = 0

[State 攻撃6A]
type = HitDef
trigger1 = AnimElem = 3
attr 				= S, NA
damage 				= Ceil(fvar(10)*23 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Light
getpower 			= ceil(20*fvar(21)),ceil(20*fvar(21))
givepower 			= 20,20
guardflag 			= MA
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,10
guardsound 			= s6,0
sparkno 			= ifelse(var(51) = 0,0,-1)
sparkxy 			= floor(p2dist x/2-60),floor(p2dist y/3-73)
ground.type 		= High
air.type 			= Low

pausetime 			= 8,8+var(36)
ground.slidetime	= 10	;(省略時0)
ground.hittime 		= 11	;(省略時0)
air.hittime 		= 13	;(省略時20)
guard.pausetime		= 8,8
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 			= -1.5,-5.0
airguard.velocity 		= -0.7,-3.5

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*22+8)

guard.kill 			= 0
p2facing 			= 1

PalFX.Time 			= ifelse(var(36),var(36)+5,0)
PalFX.Mul 			= 150, 150, 150

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 210
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+50) ,floor(p2dist y/3-73)
;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 			= 10,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[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 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;5B
;---------------------------------------------------------------------------
[Statedef 220]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 220
poweradd 	= ceil(10*fvar(21))

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= ifelse(!var(48),221,222)+((anim=6220)*6000)+((anim=16220)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 221
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= ifelse(!var(48),223,224)+((anim=6220)*6000)+((anim=16220)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 223

[State 剣オーラ]
type = Explod
trigger1 = AnimElemTime(8) = 0
Anim 			= ifelse(!var(48),225,226)+((anim=6220)*6000)+((anim=16220)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 225

[State 消去　剣閃エフェ]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 221
IgnoreHitPause = 1
[State 消去　剣オーラ]
type = RemoveExplod
trigger1 = AnimElemTime(10) >= 0
ID = 225
IgnoreHitPause = 1

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = s112,3+random%3
channel = 0
Persistent = 0

[State 攻撃5B]
type = HitDef
trigger1 = AnimElem = 5;time = 8
attr 				= S, NA
damage 				= Ceil(fvar(10)*57 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Medium
getpower 			= ceil(40*fvar(21)),ceil(40*fvar(21))
givepower 			= 35,35
guardflag 			= MA
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,11
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,1,-1)
sparkxy 			= floor(p2dist x/2-66),floor(p2dist y/2-50)
ground.type 		= High
air.type 			= Low

pausetime 			= 10,10+var(36)
ground.slidetime	= 14	;(省略時0)
ground.hittime 		= 15	;(省略時0)
air.hittime 		= 17	;(省略時20)
guard.pausetime		= 10,10
guard.slidetime 	= 14						;(省略時guard.hittime)
guard.hittime 		= 15+(P2StateType = A)*2	;(省略時ground.hittime)
guard.ctrltime 		= 15+(P2StateType = A)*2	;(省略時ground.slidetime)

ground.velocity 	= -7
air.velocity 		= -1.5,-5.2
airguard.velocity 	= -0.8,-4.0

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*25+10)

guard.kill 			= 0
p2facing 			= 1

PalFX.Time 			= ifelse(var(36),var(36)+6,0)
PalFX.Mul 			= 150, 150, 150

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 220
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+55) ,floor(p2dist y/2-50)
;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 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 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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;3B
;---------------------------------------------------------------------------
[Statedef 230]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 230
poweradd 	= ceil(10*fvar(21))

;[State 幅]
;type = Width
;trigger1 = AnimElemTime(8) < 0
;player = 0,22
;IgnoreHitPause = 1

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= ifelse(!var(48),231,232)+((anim=6230)*6000)+((anim=16230)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 231
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),233,234)+((anim=6230)*6000)+((anim=16230)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 233

[State 剣オーラ1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),235,236)+((anim=6230)*6000)+((anim=16230)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 235
[State 剣オーラ2]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),237,238)+((anim=6230)*6000)+((anim=16230)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 237

[State 消去　剣閃エフェ1]
type = RemoveExplod
trigger1 = AnimElemTime(5) >= 0
ID = 231
IgnoreHitPause = 1
[State 消去　剣オーラ1]
type = RemoveExplod
trigger1 = AnimElemTime(5) >= 0
ID = 235
IgnoreHitPause = 1

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s112,3+random%3
channel = 0
Persistent = 0

[State 攻撃3B]
type = HitDef
trigger1 = AnimElem = 4
attr 					= S, NA
damage 					= Ceil(fvar(10)*61 +ifelse(fvar(10),var(48)*5,0))
animtype 				= Medium
getpower 				= ceil(40*fvar(21)),ceil(40*fvar(21))
givepower 				= 35,35
guardflag 				= M
hitflag 				= MAF
priority 				= 2,Hit
hitsound 				= s5,11
guardsound 				= s6,1
sparkno 				= ifelse(var(51) = 0,1,-1)
sparkxy 				= floor(p2dist x/2-35) ,floor(p2dist y/3-85)
ground.type 			= High
air.type 				= Low

pausetime 				= 10,10+var(36)
ground.slidetime		= 14	;(省略時0)
ground.hittime 			= 15	;(省略時0)
air.hittime 			= 17	;(省略時20)
guard.pausetime			= 10,10
guard.slidetime 		= 14						;(省略時guard.hittime)
guard.hittime 			= 15+(P2StateType = A)*2	;(省略時ground.hittime)
guard.ctrltime 			= 15+(P2StateType = A)*2	;(省略時ground.slidetime)

ground.velocity 		= -5
air.velocity 			= -1.0,-8.0
airguard.velocity 		= -0.6,-3.5

yaccel 					= 0.44
Air.fall 				= 1
fall.recover 			= 1
fall.recovertime		= Ceil(fvar(20)*25+10)

guard.kill 				= 0
p2facing 				= 1

PalFX.Time 			= ifelse(var(36),var(36)+6,0)
PalFX.Mul 			= 150, 150, 150

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 230
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+25) ,floor(p2dist y/3-85)
;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,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;5C
;---------------------------------------------------------------------------
[Statedef 240]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 240
poweradd 	= ceil(20*fvar(21))

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= ifelse(!var(48),241,242)+((anim=6240)*6000)+((anim=16240)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 241
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(6) = 1
Anim 			= ifelse(!var(48),243,244)+((anim=6240)*6000)+((anim=16240)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 243

[State 剣オーラ1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= ifelse(!var(48),245,246)+((anim=6240)*6000)+((anim=16240)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 245
[State 剣オーラ2]
type = Explod
trigger1 = AnimElemTime(6) = 1
Anim 			= ifelse(!var(48),247,248)+((anim=6240)*6000)+((anim=16240)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 247

[State 消去　剣閃エフェ]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 1
ID = 241
IgnoreHitPause = 1
[State 消去　剣オーラ1]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 1
ID = 245
IgnoreHitPause = 1

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = s112,6+random%3
channel = 0
Persistent = 0

[State 攻撃5C]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 5
attr 				= S, NA
damage 				= Ceil(fvar(10)*114 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Hard
getpower 			= ceil(55*fvar(21)),ceil(55*fvar(21))
givepower 			= 50,50
guardflag 			= MA
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,12
guardsound 			= s6,2
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-70) ,floor(p2dist y/2.5-80)
ground.type 		= High
air.type 			= Low

pausetime 			= 12,12+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		= 12,12
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 	= -10
air.velocity 		= -2.1,-6.5
airguard.velocity 	= -1.0,-3.5

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*30+12)

guard.kill 			= 0
guard.dist 			= 195
p2facing 			= 1

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

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 240
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+60) ,floor(p2dist y/2.5-80)
;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 			= 0,-65
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[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 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 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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;5E(吹き飛ばし攻撃)
;---------------------------------------------------------------------------
[Statedef 290]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = PrevStateNo != 320
value = 290
[State アニメ　相殺後]
type = ChangeAnim
trigger1 = time = 0
trigger1 = PrevStateNo = 320
value = anim
elem = 2

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

[State 愛　無敵　飛]
type = NotHitBy
trigger1 = var(58) = 1
value = ,AP
time = 1

[State 愛　フェンガリ　飛び道具相殺用ヘルパー]
Type = Helper
trigger1 = time = 0
Trigger1 = var(58) = 1
StateNo 		= 41010
ID 				= 41011
name 			= "fengari"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0


[State 時　因果の意(吹き飛ばし溜め後の隙)]
type = ChangeState
triggerall = var(58) = 3
trigger1 = AnimElemTime(4) >= 0
value = 43030
[State 吹き飛ばし攻撃(最大タメ)]
type = ChangeState
trigger1 = AnimElemTime(4) >= 0
value = 292
[State 吹き飛ばし攻撃(タメ無し)]
type = ChangeState
triggerall = AnimElemTime(3) >= 2
triggerall = AnimElemTime(4) < 0
trigger1 = command != "holdz"
trigger2 = var(58) = 3
trigger2 = (NumHelper(43035)+NumHelper(43036)+NumHelper(43835)) >= 1
value = 291

[State 雷　ファリィム]
type = HitOverride
trigger1 = var(58) = 2
trigger1 = PrevStateNo != 320
trigger1 = AnimElemTime(2) >= 0
attr = SCA,AA,AP
stateno = 320
time = 1
IgnoreHitPause = 1


[State seフォーン]
type = PlaySnd
trigger1 = PrevStateNo != 320
trigger1 = AnimElemTime(3)>=2
trigger1 = time%3 = 0
value = s1,3

[State 溜めエフェクト]
type = Explod
triggerall = NumExplod(305) = 0
triggerall = PrevStateNo != 320
trigger1 = var(58) = 1 && AnimElemTime(3) = 2
trigger2 = var(58) = 2 && AnimElemTime(3) = 2
trigger3 = var(58) = 4 && AnimElemTime(3) = 2
trigger4 = var(58) = 6 && AnimElemTime(3) = 2
Anim 			= 305
PosType 		= P1
Pos 			= -10,-65
Scale 			= 0.5,0.5
RemoveOnGetHit 	= 1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
ID = 305

[State 雷　ファリィム用ヘルパー]
Type = Helper
trigger1 = PrevStateNo != 320
trigger1 = var(58) = 2 && time = 9
StateNo 		= 42010
ID 				= 42010
name 			= "Kaminali efeect"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0

[State 溜めＥマークセット]
Type = Helper
trigger1 = var(58) = 3 && time = 10
StateNo 		= 43050
ID 				= 43050
name 			= "E mark"
PosType 		= P1
Ownpal 			= 1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;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 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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;吹き飛ばし攻撃(タメ無し)
;---------------------------------------------------------------------------
[Statedef 291]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 291
poweradd 	= ceil(20*fvar(21))

[State 溜めエフェクト消去]
type = removeExplod
trigger1 = time = 0
id = 305

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 鞘エフェクト1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= 311+((anim=6291)*6000)+((anim=16291)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 311
[State 鞘エフェクト2]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= 312+((anim=6291)*6000)+((anim=16291)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 312

[State 消去　鞘エフェクト1]
type = removeExplod
trigger1 = AnimElemTime(4) = 0
ID = 311

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = s112,10
channel = 0
Persistent = 0

[State 速度]
type = VelSet
trigger1 = Animelem = 1
x = 2

[State 速度]
type = VelSet
trigger1 = Animelem = 2
x = 3

[State 速度]
type = VelSet
trigger1 = Animelem = 3
x = 5

[State 攻撃5E]
type = HitDef
trigger1 = AnimElem = 3;time = 7
attr 				= S, NA
damage 				= Ceil(fvar(10)*68 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Hard
getpower 			= ceil(55*fvar(21)),ceil(55*fvar(21))
givepower 			= 50,50
guardflag 			= M
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,3
guardsound 			= s6,2
sparkno 			= ifelse(var(51) = 0,1,-1)
sparkxy 			= floor(p2dist x/2-45) ,floor(p2dist y/2-60)
ground.type 		= High
air.type 			= Low

pausetime 			= 13,13+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		= 13,13
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 		= -5
guard.velocity 		= -5

yaccel 				= 0.44
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*60+13)

guard.kill 			= 0
p1facing 			= 1
p2facing 			= 1
ID 					= 290

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

[State 樹カナ　摂取]
type = LifeAdd
trigger1 = var(58) = 4
trigger1 = MoveHit
value = Ceil((fvar(10)*68+var(48)*5)*0.2)
absolute = 1
IgnoreHitPause = 1
persistent = 0

[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) = Ceil(fvar(20)*60)
IgnoreHitPause = 1
persistent = 0

[State 相手ロック]
type = TargetState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = NumTarget(290)
triggerall = !Target(290),IsHelper
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 293
ID = 290
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)
StateNo 		= ifelse(var(51)=1,20100,ifelse(var(51)=2,20400,20400))
ID 				= 291
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/2-60)
;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 0へ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;吹き飛ばし攻撃(最大タメ)
;---------------------------------------------------------------------------
[Statedef 292]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 292
poweradd = ceil(20*fvar(21))

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+6000

;エフェクト-----------------------
[State 鞘エフェクト1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= 311+((anim=6292)*6000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 311
[State 鞘エフェクト2]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= 312+((anim=6292)*6000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 312

[State 消去　鞘エフェクト1]
type = removeExplod
trigger1 = AnimElemTime(4) = 0
ID = 311

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = s112,11
channel = 0
Persistent = 0

[State 速度]
type = VelSet
trigger1 = Animelem = 1
x = 2

[State 速度]
type = VelSet
trigger1 = Animelem = 2
x = 4

[State 速度]
type = VelSet
trigger1 = Animelem = 3
x = 6

[State 攻撃5E最大]
type = HitDef
trigger1 = AnimElem = 3
attr 				= S, NA
damage 				= Ceil(fvar(10)*85 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Hard
getpower 			= ceil(55*fvar(21)),ceil(55*fvar(21))
givepower 			= 50,50
hitflag 			= MAF
guardflag 			= M
priority 			= 2,Hit
hitsound 			= s5,3
guardsound 			= s5,3
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-45) ,floor(p2dist y/2-60)
ground.type 		= High
air.type 			= Low

pausetime 			= 13,13+var(36)
ground.slidetime	= 21	;(省略時0)
ground.hittime 		= 22	;(省略時0)
air.hittime 		= 26	;(省略時20)
guard.pausetime		= 13,13
guard.slidetime 	= 21						;(省略時guard.hittime)
guard.hittime 		= 22+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 22+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -5
air.velocity 		= -5
guard.velocity 		= -5

yaccel 				= 0.44
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*60+13)

guard.kill 			= 0
p1facing 			= 1
p2facing 			= 1
ID 					= 290

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

[State 樹カナ　摂取]
type = LifeAdd
trigger1 = var(58) = 4
trigger1 = MoveHit
value = Ceil((fvar(10)*68+var(48)*5)*0.5)
absolute = 1
IgnoreHitPause = 1
persistent = 0

[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) = Ceil(fvar(20)*60)
IgnoreHitPause = 1
persistent = 0

[State 相手　よろけ回復用]
type = VarSet
trigger1 = MoveGuarded
trigger1 = EnemyNear,stateno = 294
var(25) = 3
IgnoreHitPause = 1
persistent = 0

[State 相手ロック]
type = TargetState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = NumTarget(290)
triggerall = !Target(290),IsHelper
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 293
ID = 290
IgnoreHitPause = 1
persistent = 0

[State 吹っ飛ばし攻撃で吹っ飛ばされた相手(ガード時よろけ状態)]
type = TargetState
trigger1 = moveguarded
trigger1 = !Target,IsHelper
value = 294
ID = 290
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)
StateNo 		= ifelse(var(51)=1,20100,ifelse(var(51)=2,20400,20400))
ID 				= 292
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/2-60)
;Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10051
ID 				= 10051
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 0へ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;吹っ飛ばし攻撃で吹っ飛ばされた相手
;---------------------------------------------------------------------------
[Statedef 293]
type 		= A
movetype 	= H
physics 	= N
velset 		= 0,0
anim 		= 5010

[State アニメ　吹き飛び中]
type = ChangeAnim2
trigger1 = HitShakeOver
value = 295
IgnoreHitPause = 1
persistent = 0

[State 速度]
type = Velset
trigger1 = HitShakeOver
x = -10
IgnoreHitPause = 1

[State 押し判定]
type = PlayerPush
trigger1 = !HitShakeOver
value = 1
IgnoreHitPause = 1
[State 押し判定]
type = PlayerPush
trigger1 = HitShakeOver
value = 0
IgnoreHitPause = 1

;[State カメラ追う]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 1,0

[State 壁着]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = BackEdgeDist <= 12
value = 296

[State ステ返す];一定時間後、何か入力で空中受身へ
type = SelfState
triggerall = time >= 5
triggerall = Enemy,Name = "kamui_Tokinomiya"
triggerall = Enemy,AuthorName = "85midori"
triggerall = Enemy,var(25) <= 0
trigger1 = command = "a"; || command = "holda"
trigger2 = command = "b"; || command = "holdb"
trigger3 = command = "c"; || command = "holdc"
trigger4 = command = "x"; || command = "holdx"
trigger5 = command = "y"; || command = "holdy"
trigger6 = command = "z"; || command = "holdz"
value = 5210
ctrl = 1
[State ステ返す];一定時間後、何か入力で空中受身へ
type = SelfState
triggerall = time >= 5
triggerall = EnemyNear,Name = "kamui_Tokinomiya"
triggerall = EnemyNear,AuthorName = "85midori"
triggerall = EnemyNear,var(25) <= 0
trigger1 = command = "a"; || command = "holda"
trigger2 = command = "b"; || command = "holdb"
trigger3 = command = "c"; || command = "holdc"
trigger4 = command = "x"; || command = "holdx"
trigger5 = command = "y"; || command = "holdy"
trigger6 = command = "z"; || command = "holdz"
value = 5210
ctrl = 1

[State ステ返す];保険
type = SelfState
trigger1 = HitShakeOver
trigger1 = time >= 300
value = 5050
ctrl = 1

;---------------------------------------------------------------------------
;吹っ飛ばし攻撃で吹っ飛ばされた相手(ガード時よろけ状態)
;---------------------------------------------------------------------------
[Statedef 294]
type 		= A
movetype 	= H
physics 	= N
velset 		= 0,0

[State 速度]
type = Velset
trigger1 = time = 5
x = -10

[State アニメ　ガード]
type = ChangeAnim
Trigger1 = Time = 0
value = 150

[State アニメ　同キャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(296)
Triggerall = AuthorName = "85midori"
Trigger1 = Name = "Kamui_Tokinomiya"
value = 296

[State アニメ　Ina氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(296)
Triggerall = AuthorName = "Ina"
Trigger1 = Name = "Heart_Aino" || Name = "Saki_Tsuzura" || Name = "Kamui_Tokinomiya" || Name = "Konoha" || Name = "Maori_Kasuga" || Name = "Lilica_Felchenerow" || Name = "Yoriko_Yasuzumi"
Trigger2 = Name = "Meifang" || Name = "Kira_Daidohji" || Name = "Lieselotte Achenbach" || Name = "Fiona_Mayfield"
Trigger3 = Name = "Petra_Johanna_Lagerkvist" || Name = "Catherine_Kyohbashi" || Name = "Zenia_Valov" || Name = "Dorothy Albright" || Name = "Elsa_La_Conti" || Name = "Clarice_Di_Lanza"
Trigger4 = Name = "Angelia_Avallone" || Name = "Akane_Inuwaka" || Name = "Nazuna_Inuwaka" || Name = "Parace_Lsia"
Trigger5 = Name = "Weis" || Name = "Eko" || Name = "Scharlachrot"
value = 296

[State アニメ　Drowin氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(5601)
Triggerall = AuthorName = "Drowin arcana"
Trigger1 = Name = "Saki"
Trigger2 = Name = "Fiona"
Trigger3 = Name = "Kamui"
value = 5601

[State アニメ　Ahuron氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(265)
Triggerall = AuthorName = "Ahuron"
Trigger1 = Name = "Konoha"
Trigger2 = Name = "Lieselotte"
Trigger3 = Name = "Maori"
Trigger4 = Name = "Akane Inuwaka"
Trigger5 = Name = "Clarice Di Lanza"
value = 265

[State アニメ　NHK氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(5910)
Triggerall = AuthorName = "NHK"
Trigger1 = Name = "Kira"
value = 5910

[State アニメ　barai氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(6022)
Triggerall = AuthorName = "barai"
Trigger1 = Name = "Elsa"
value = 6022

;[State カメラ追う]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 1,0

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

[State よろけ回復]
type = ChangeState
triggerall = time >= 5
trigger1 = Enemy,Name = "kamui_Tokinomiya"
trigger1 = Enemy,AuthorName = "85midori"
trigger1 = Enemy,var(25) <= 0
trigger2 = EnemyNear,Name = "kamui_Tokinomiya"
trigger2 = EnemyNear,AuthorName = "85midori"
trigger2 = EnemyNear,var(25) <= 0
value = 295

[State ワイヤー吹っ飛び・壁着]
type = ChangeState
trigger1 = time >= 5
trigger1 = BackEdgeDist <= 12
value = 296

[State ステ返す];保険
type = SelfState
trigger1 = HitShakeOver
trigger1 = time >= 300
value = 5050
ctrl = 1

;---------------------------------------------------------------------------
;吹っ飛ばし攻撃で吹っ飛ばされた相手(よろけ回復)
;---------------------------------------------------------------------------
[Statedef 295]
type 		= S
movetype 	= H
physics 	= S

[State 無敵　打・飛]
type = NotHitBy
trigger1 = 1
value = ,AA,AP
time = 1

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

[State 速度]
type = Veladd
trigger1 = time = 0
x = -6

[State アニメ]
type = ChangeAnim
Trigger1 = Time = 0
value = 5007

[State アニメ　同キャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(299)
Triggerall = AuthorName = "85midori"
Trigger1 = Name = "Kamui_Tokinomiya"
value = 299

[State アニメ　Ina氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(299)
Triggerall = AuthorName = "Ina"
Trigger1 = Name = "Heart_Aino" || Name = "Saki_Tsuzura" || Name = "Kamui_Tokinomiya" || Name = "Konoha" || Name = "Maori_Kasuga" || Name = "Lilica_Felchenerow" || Name = "Yoriko_Yasuzumi"
Trigger2 = Name = "Meifang" || Name = "Kira_Daidohji" || Name = "Lieselotte Achenbach" || Name = "Fiona_Mayfield"
Trigger3 = Name = "Petra_Johanna_Lagerkvist" || Name = "Catherine_Kyohbashi" || Name = "Zenia_Valov" || Name = "Dorothy Albright" || Name = "Elsa_La_Conti" || Name = "Clarice_Di_Lanza"
Trigger4 = Name = "Angelia_Avallone" || Name = "Akane_Inuwaka" || Name = "Nazuna_Inuwaka" || Name = "Parace_Lsia"
Trigger5 = Name = "Weis" || Name = "Eko" || Name = "Scharlachrot"
value = 299

[State ステ返す]
type = SelfState
trigger1 = Animtime = 0
trigger2 = time = 20
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ワイヤー吹っ飛び・壁着
;---------------------------------------------------------------------------
[Statedef 296]
type 		= A
movetype 	= H
physics 	= N

[State 速度0]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

;[State 壁受身へ　Ina氏アルカナキャラ]
;type = ChangeState
;triggerall = time <= 1
;Triggerall = AuthorName = "Ina"
;triggerall = PrevStateNo = 293
;triggerall = Alive
;;triggerall = fvar(25) >= 1000
;triggerall = command = "z" || command = "holdz" ||command = "x" || command = "holdx"
;Trigger1 = Name = "Heart_Aino" || Name = "Saki_Tsuzura" || Name = "Kamui_Tokinomiya" || Name = "Konoha" || Name = "Maori_Kasuga" || Name = "Lilica_Felchenerow" || Name = "Yoriko_Yasuzumi"
;Trigger2 = Name = "Meifang" || Name = "Kira_Daidohji" || Name = "Lieselotte Achenbach" || Name = "Fiona_Mayfield" || Name = "Mildred_Avallone"
;Trigger3 = Name = "Petra_Johanna_Lagerkvist" || Name = "Catherine_Kyohbashi" || Name = "Zenia_Valov" || Name = "Dorothy Albright" || Name = "Elsa_La_Conti" || Name = "Clarice_Di_Lanza"
;Trigger4 = Name = "Angelia_Avallone" || Name = "Akane_Inuwaka" || Name = "Nazuna_Inuwaka" || Name = "Parace_Lsia"
;Trigger5 = Name = "Weis" || Name = "Eko" || Name = "Scharlachrot"
;value = 297

;[State 壁受身へ　他のキャラ]
;type = ChangeState
;triggerall = time <= 1
;triggerall = PrevStateNo = 293
;triggerall = Alive
;;triggerall = ifelse(PowerMax > 9000,Power >= 1000,Power >= PowerMax/9)
;Triggerall = !(AuthorName="Ina"&&(Name="Heart_Aino"||Name="Saki_Tsuzura"||Name="Kamui_Tokinomiya"||Name="Konoha"||Name="Maori_Kasuga"||Name="Lilica_Felchenerow"||Name="Yoriko_Yasuzumi"))
;Triggerall = !(AuthorName="Ina"&&(Name="Meifang"||Name="Kira_Daidohji"||Name="LieselotteAchenbach"||Name="Fiona_Mayfield"||Name="Mildred_Avallone"))
;Triggerall = !(AuthorName="Ina"&&(Name="Petra_Johanna_Lagerkvist"||Name="Catherine_Kyohbashi"||Name="Zenia_Valov"||Name="DorothyAlbright"||Name="Elsa_La_Conti"||Name="Clarice_Di_Lanza"))
;Triggerall = !(AuthorName="Ina"&&(Name="Angelia_Avallone"||Name="Akane_Inuwaka"||Name="Nazuna_Inuwaka"||Name="Parace_Lsia"))
;Triggerall = !(AuthorName="Ina"&&(Name="Weis"||Name="Eko"||Name="Scharlachrot"))
;trigger1 = command = "a" || command = "holda"
;trigger2 = command = "b" || command = "holdb"
;trigger3 = command = "c" || command = "holdc"
;trigger4 = command = "x" || command = "holdx"
;trigger5 = command = "y" || command = "holdy"
;trigger6 = command = "z" || command = "holdz"
;value = 297

[State 壁受身へ]
type = ChangeState
triggerall = time <= 1
triggerall = PrevStateNo = 293
triggerall = Alive
trigger1 = command = "a" || command = "holda"
trigger2 = command = "b" || command = "holdb"
trigger3 = command = "c" || command = "holdc"
trigger4 = command = "x" || command = "holdx"
trigger5 = command = "y" || command = "holdy"
trigger6 = command = "z" || command = "holdz"
value = 297

[State アニメ]
type = ChangeAnim
Trigger1 = Time = 0
value = 5030

[State ポス]
type = posadd
trigger1 = Time = 0
x = -15

[State seコモン壁激突]
type = PlaySnd
trigger1 = time = 1
value = F7,2
channel = 10
;lowpriority = 10

[State コモン壁激突エフェ]
type = GameMakeAnim
trigger1 = time = 1
Pos = 0,const(size.head.pos.y)/2
value = 72

[State 画面シェイク]
type = EnvShake
trigger1 = time = 0
time  = 15
ampl  = 6
freq  = 100
phase = 100

[State カメラ追わない]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 落下]
type = ChangeState
trigger1 = Time = 10
value = 298

;---------------------------------------------------------------------------
;ワイヤー吹っ飛び・壁受け身
;---------------------------------------------------------------------------
[Statedef 297]
type 		= A
movetype 	= I
physics 	= N

[State アニメ]
type = ChangeAnim
Trigger1 = Time = 0
value = 152

[State voice　同キャラ]
type = PlaySnd
Triggerall = AuthorName = "85midori"
Triggerall = Time = 0
Trigger1 = Name = "Kamui_Tokinomiya"
value = s111,15
channel = 2

[State voice受身]
type = PlaySnd
Triggerall = Time = 0
Triggerall = AuthorName = "Ina"
Trigger1 = Name = "Heart_Aino" || Name = "Saki_Tsuzura" || Name = "Kamui_Tokinomiya" || Name = "Konoha" || Name = "Maori_Kasuga" || Name = "Lilica_Felchenerow" || Name = "Yoriko_Yasuzumi"
Trigger2 = Name = "Meifang" || Name = "Kira_Daidohji" || Name = "Lieselotte Achenbach" || Name = "Fiona_Mayfield" || Name = "Mildred_Avallone"
value = s101+(var(57)*10),Ifelse(var(57)=1,15,13)
channel = 2

[State voice受身]
type = PlaySnd
Triggerall = Time = 0
Triggerall = AuthorName = "Ina"
Trigger1 = Name = "Petra_Johanna_Lagerkvist" || Name = "Catherine_Kyohbashi" || Name = "Zenia_Valov" || Name = "Dorothy Albright" || Name = "Elsa_La_Conti" || Name = "Clarice_Di_Lanza"
Trigger2 = Name = "Angelia_Avallone" || Name = "Akane_Inuwaka" || Name = "Nazuna_Inuwaka" || Name = "Parace_Lsia"
Trigger3 = Name = "Weis" || Name = "Eko" || Name = "Scharlachrot"
value = s101,15
channel = 2

[State アニメ　同キャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(297)
Triggerall = AuthorName = "85midori"
Trigger1 = Name = "Kamui_Tokinomiya"
value = 297

[State アニメ　Ina氏アルカナキャラ]
type = ChangeAnim
Triggerall = AuthorName = "Ina"
Triggerall = Time = 0
Triggerall = SelfAnimExist(297)
Trigger1 = Name = "Heart_Aino" || Name = "Saki_Tsuzura" || Name = "Kamui_Tokinomiya" || Name = "Konoha" || Name = "Maori_Kasuga" || Name = "Lilica_Felchenerow" || Name = "Yoriko_Yasuzumi"
Trigger2 = Name = "Meifang" || Name = "Kira_Daidohji" || Name = "Lieselotte Achenbach" || Name = "Fiona_Mayfield" || Name = "Mildred_Avallone"
Trigger3 = Name = "Petra_Johanna_Lagerkvist" || Name = "Catherine_Kyohbashi" || Name = "Zenia_Valov" || Name = "Dorothy Albright" || Name = "Elsa_La_Conti" || Name = "Clarice_Di_Lanza"
Trigger4 = Name = "Angelia_Avallone" || Name = "Akane_Inuwaka" || Name = "Nazuna_Inuwaka" || Name = "Parace_Lsia"
Trigger5 = Name = "Weis" || Name = "Eko" || Name = "Scharlachrot"
value = 297

[State アニメ　Drowin氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(5205)
Triggerall = AuthorName = "Drowin arcana"
Trigger1 = Name = "Saki"
Trigger2 = Name = "Fiona"
Trigger3 = Name = "Kamui"
value = 5205

[State アニメ　Ahuron氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(280)
Triggerall = AuthorName = "Ahuron"
Trigger1 = Name = "Konoha"
Trigger2 = Name = "Lieselotte"
Trigger3 = Name = "Maori"
Trigger4 = Name = "Akane Inuwaka"
Trigger5 = Name = "Clarice Di Lanza"
value = 280

[State アニメ　incurable氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(5215)
Triggerall = AuthorName ="incurable"
Trigger1 = Name="まおりん"
value = 5215

[State アニメ　barai氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(6015)
Triggerall = AuthorName = "barai"
Trigger1 = Name = "Elsa"
value = 6015


[State ポス]
type = PosAdd
trigger1 = time = 0
x = -5
Persistent = 0

[State 速度]
type = VelSet
trigger1 = time = 20
;x = 3
;y = -9.5
x = 2
y = -2

;[State 無敵]
;type = NotHitBy
;trigger1 = time = 0
;value = ,AT
;time = 20
;[State 無敵　打・飛]
;type = NotHitBy
;trigger1 = time = 0
;value2 = ,AA,AP
;time = 40
[State 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1];カメラ固定
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State ステ返す]
type = SelfState
trigger1 = time = 20
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;落下
;---------------------------------------------------------------------------
[Statedef 298]
type 		= A
movetype 	= H
physics 	= N

[State ターン]
type = turn
trigger1 = time = 0

[State 速度]
type = VelSet
trigger1 = time = 0
x = -1.3
y = -7.5

[State アニメ]
type = ChangeAnim2
trigger1 = Time = 0
value = 298

[State 加速度]
type = VelAdd
trigger1 = time >= 0
y = 0.48

[State ステ返す]
type = SelfState
trigger1 = ((Vel y > 0) && (Pos Y >= 0))
value = 5100

;---------------------------------------------------------------------------
;3E(打ち上げ攻撃)
;---------------------------------------------------------------------------
[Statedef 300]
type 		= C
movetype 	= A
physics 	= C
ctrl 		= 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = PrevStateNo != 320
value = 300
[State アニメ　相殺後]
type = ChangeAnim
trigger1 = time = 0
trigger1 = PrevStateNo = 320
value = anim
elem = 2

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

[State 愛　無敵　飛]
type = NotHitBy
trigger1 = var(58) = 1
value = ,AP
time = 1

[State 愛　フェンガリ　飛び道具相殺用ヘルパー]
Type = Helper
trigger1 = time = 0
Trigger1 = var(58) = 1
StateNo 		= 41010
ID 				= 41012
name 			= "fengari"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0


[State 時　因果の意(打ち上げ溜め後の隙)]
type = ChangeState
triggerall = var(58) = 3
trigger1 = AnimElemTime(4) >= 0
value = 43030

[State 打ち上げ攻撃(最大タメ)]
type = ChangeState
trigger1 = AnimElemTime(4) >= 0
value = 302

[State 打ち上げ攻撃(タメ無し)]
type = ChangeState
triggerall = AnimElemTime(3) >= 2
triggerall = AnimElemTime(4) < 0
trigger1 = command != "holdz"
trigger2 = var(58) = 3
trigger2 = (NumHelper(43037)+NumHelper(43038)+NumHelper(43837)) >= 1
value = 301

[State 雷　ファリィム]
type = HitOverride
trigger1 = var(58) = 2
trigger1 = PrevStateNo != 320
trigger1 = AnimElemTime(2) >= 0
attr = SCA,AA,AP
stateno = 320
time = 1
IgnoreHitPause = 1

[State seフォーン]
type = PlaySnd
trigger1 = PrevStateNo != 320
trigger1 = AnimElemTime(3)>=2
trigger1 = time%3 = 0
value = s1,3

[State 溜めエフェクト]
type = Explod
triggerall = NumExplod(305) = 0
triggerall = PrevStateNo != 320
trigger1 = var(58) = 1 && AnimElemTime(3) = 2
trigger2 = var(58) = 2 && AnimElemTime(3) = 2
trigger3 = var(58) = 4 && AnimElemTime(3) = 2
trigger4 = var(58) = 6 && AnimElemTime(3) = 2
Anim 			= 305
PosType 		= P1
Pos 			= -5,-25
Scale 			= 0.5,0.5
RemoveOnGetHit 	= 1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
ID = 305

[State 雷　ファリィム用ヘルパー]
Type = Helper
trigger1 = PrevStateNo != 320
trigger1 = var(58) = 2 && time = 9
StateNo 		= 42010
ID 				= 42010
name 			= "Kaminali efeect"
PosType 		= P1
IgnoreHitPause = 1
Persistent = 0

[State 溜めＥマークセット]
Type = Helper
trigger1 = var(58) = 3 && time = 10
StateNo 		= 43050
ID 				= 43050
name 			= "E mark"
PosType 		= P1
Ownpal 			= 1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;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 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
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;打ち上げ攻撃(タメ無し)
;---------------------------------------------------------------------------
[Statedef 301]
type 		= C
movetype 	= A
physics 	= C
ctrl 		= 0
anim 		= 301
poweradd 	= ceil(20*fvar(21))

[State 溜めエフェクト消去]
type = removeExplod
trigger1 = time = 0
id = 305

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 鞘エフェクト1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= 315+((anim=6301)*6000)+((anim=16301)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 315
[State 鞘エフェクト2]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= 316+((anim=6301)*6000)+((anim=16301)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 316

[State 消去　鞘エフェクト1]
type = removeExplod
trigger1 = AnimElemTime(5) = 0
ID = 315
;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = s112,10
channel = 0

[State 速度]
type = VelSet
trigger1 = Animelem = 1
x = 0.5

[State 速度]
type = VelSet
trigger1 = Animelem = 2
x = 1

[State 速度]
type = VelSet
trigger1 = Animelem = 3
x = 2

[State 攻撃2E]
type = HitDef
trigger1 = AnimElem = 4
attr 				= C, NA
damage 				= Ceil(fvar(10)*80 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Up;DiagUp;Hard
getpower 			= ceil(55*fvar(21)),ceil(55*fvar(21))
givepower 			= 50,50
guardflag 			= M
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,3
guardsound 			= s6,2
sparkno 			= ifelse(var(51) = 0,1,-1)
sparkxy 			= floor(p2dist x/2-45) ,floor(p2dist y/1.5-70)
ground.type 		= High
air.type 			= Low

pausetime 			= 13,13+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		= 13,13
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
air.velocity 		= -1,-20
guard.velocity 		= -3

yaccel 				= 0.5
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*60+13)

guard.kill 			= 0
p1facing 			= 1
p2facing 			= 1
ID 					= 300

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

[State 樹カナ　摂取]
type = LifeAdd
trigger1 = var(58) = 4
trigger1 = MoveHit
value = Ceil((fvar(10)*68+var(48)*5)*0.2)
absolute = 1
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 = 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 				= 301
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/1.5-70)
;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 			= 10,-80
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 11へ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;打ち上げ攻撃(最大タメ)
;---------------------------------------------------------------------------
[Statedef 302]
type 		= C
movetype 	= A
physics 	= C
ctrl 		= 0
anim 		= 302
poweradd 	= ceil(20*fvar(21))

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = var(46) = 6
value = anim+6000

;エフェクト-----------------------
[State 鞘エフェクト1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= 315+((anim=6302)*6000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 315
[State 鞘エフェクト2]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= 316+((anim=6302)*6000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 316

[State 消去　鞘エフェクト1]
type = removeExplod
trigger1 = AnimElemTime(5) = 0
ID = 315
;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = s112,11
channel = 0

[State 速度]
type = VelSet
trigger1 = Animelem = 1
x = 1.0

[State 速度]
type = VelSet
trigger1 = Animelem = 2
x = 1.5

[State 速度]
type = VelSet
trigger1 = Animelem = 3
x = 2.5

[State 攻撃2E最大]
type = HitDef
trigger1 = AnimElem = 4
attr 				= C, NA
damage 				= Ceil(fvar(10)*99 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Up;Hard
getpower 			= ceil(55*fvar(21)),ceil(55*fvar(21))
givepower 			= 50,50
guardflag 			= M
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,3
guardsound 			= s5,3
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-45) ,floor(p2dist y/1.5-70)
ground.type 		= High
air.type 			= Low

pausetime 			= 13,13+var(36)
ground.slidetime	= 21	;(省略時0)
ground.hittime 		= 22	;(省略時0)
air.hittime 		= 26	;(省略時20)
guard.pausetime		= 13,13
guard.slidetime 	= 21						;(省略時guard.hittime)
guard.hittime 		= 22+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 22+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -1,-20
air.velocity 		= -1,-20
guard.velocity 		= -3

yaccel 				= 0.5
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*60+13)

guard.kill 			= 0
p1facing 			= 1
p2facing 			= 1
ID 					= 300

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

[State 樹カナ　摂取]
type = LifeAdd
trigger1 = var(58) = 4
trigger1 = MoveHit
value = Ceil((fvar(10)*68+var(48)*5)*0.5)
absolute = 1
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 = 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 				= 302
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/1.5-70)
;Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10051
ID 				= 10051
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 10,-80
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 相手　よろけ回復用]
type = VarSet
trigger1 = MoveGuarded
v = 25
value = 5;10
IgnoreHitPause = 1
Persistent = 0

[State 打ち上げ攻撃で吹っ飛ばされた相手(ガード時、よろけ状態)]
type = TargetState
trigger1 = moveguarded
trigger1 = !Target,IsHelper
value = 304
ID = 300
IgnoreHitPause = 1
Persistent = 0

[State 11へ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;打ち上げ攻撃で吹っ飛ばされた相手(ガード時、よろけ状態)
;---------------------------------------------------------------------------
[Statedef 304]
type 		= A
movetype 	= H
physics 	= N
velset 		= 0,0
ctrl 		= 0

[State 速度]
type = Velset
trigger1 = time = 5
x = -1
y = -20

[State 加速度（重力）]
type = VelAdd
trigger1 = time >= 1
y = 0.48

[State アニメ　ガード]
type = ChangeAnim
Trigger1 = Time = 0
value = 150

[State アニメ　同キャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(304)
Triggerall = AuthorName = "85midori"
Trigger1 = Name = "Kamui_Tokinomiya"
value = 304

[State アニメ　Ina氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(304)
Triggerall = AuthorName = "Ina"
Trigger1 = Name = "Heart_Aino" || Name = "Saki_Tsuzura" || Name = "Kamui_Tokinomiya" || Name = "Konoha" || Name = "Maori_Kasuga" || Name = "Lilica_Felchenerow" || Name = "Yoriko_Yasuzumi"
Trigger2 = Name = "Meifang" || Name = "Kira_Daidohji" || Name = "Lieselotte Achenbach" || Name = "Fiona_Mayfield"
Trigger3 = Name = "Petra_Johanna_Lagerkvist" || Name = "Catherine_Kyohbashi" || Name = "Zenia_Valov" || Name = "Dorothy Albright" || Name = "Elsa_La_Conti" || Name = "Clarice_Di_Lanza"
Trigger4 = Name = "Angelia_Avallone" || Name = "Akane_Inuwaka" || Name = "Nazuna_Inuwaka" || Name = "Parace_Lsia"
Trigger5 = Name = "Weis" || Name = "Eko" || Name = "Scharlachrot"
value = 304

[State アニメ　Drowin氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(5601)
Triggerall = AuthorName = "Drowin arcana"
Trigger1 = Name = "Saki"
Trigger2 = Name = "Fiona"
Trigger3 = Name = "Kamui"
value = 5601

[State アニメ　Ahuron氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(265)
Triggerall = AuthorName = "Ahuron"
Trigger1 = Name = "Konoha"
Trigger2 = Name = "Lieselotte"
Trigger3 = Name = "Maori"
Trigger4 = Name = "Akane Inuwaka"
Trigger5 = Name = "Clarice Di Lanza"
value = 265

[State アニメ　NHK氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(5910)
Triggerall = AuthorName = "NHK"
Trigger1 = Name = "Kira"
value = 5910

[State アニメ　barai氏アルカナキャラ]
type = ChangeAnim
Triggerall = Time = 0
Triggerall = SelfAnimExist(6036)
Triggerall = AuthorName = "barai"
Trigger1 = Name = "Elsa"
value = 6036

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

[State アニメ　打ち上げられ中]
type = ChangeAnim2
Trigger1 = Anim != 303
trigger1 = time >= 5
Trigger1 = vel Y > 1
value = 303

[State ステ返す　よろけ回復]
type = SelfState
Triggerall = vel Y <= 1
triggerall = time >= 40
trigger1 = Enemy,Name = "kamui_Tokinomiya"
trigger1 = Enemy,AuthorName = "85midori"
trigger1 = Enemy,var(25) <= 0
trigger2 = EnemyNear,Name = "kamui_Tokinomiya"
trigger2 = EnemyNear,AuthorName = "85midori"
trigger2 = EnemyNear,var(25) <= 0
value = 5210

[State フォール解除]
type = HitFallSet
Trigger1 = vel Y > 1
trigger1 = time >= 5
value = 0

[State 捨て返す]
type = SelfState
Trigger1 = vel Y > 1
trigger1 = time >= 5
value = 50
ctrl = 0

;---------------------------------------------------------------------------
;2A
;---------------------------------------------------------------------------
[Statedef 400]
type 		= C
movetype 	= A
physics 	= C
ctrl 		= 0
anim 		= 400
poweradd = ceil(5*fvar(21))

[State voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s112,0+random%3
channel = 0
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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),401,402)+((anim=6400)*6000)+((anim=16400)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 401
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= ifelse(!var(48),403,404)+((anim=6400)*6000)+((anim=16400)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 403

[State 戻りエフェクト2]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),405,406)+((anim=6400)*6000)+((anim=16400)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 405

[State 剣オーラ]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),407,408)+((anim=6400)*6000)+((anim=16400)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 407

[State 消去　剣閃エフェ]
type = RemoveExplod
trigger1 = AnimElemTime(3) >= 0
ID = 401
IgnoreHitPause = 1
[State 消去　剣オーラ]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 407
IgnoreHitPause = 1

;;エフェクト-----------------------

[State 攻撃2A]
type = HitDef
trigger1 = AnimElem = 2
attr 				= C, NA
damage 				= Ceil(fvar(10)*19 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Light
getpower 			= ceil(20*fvar(21)),ceil(20*fvar(21))
givepower 			= 20,20
guardflag 			= MA
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,10
guardsound 			= s6,0
sparkno 			= ifelse(var(51) = 0,0,-1)
sparkxy 			= floor(p2dist x/2-40) ,floor(p2dist y/3-40)
ground.type 		= Low
air.type 			= Low

pausetime 			= 8,8+var(36)
ground.slidetime	= 10	;(省略時0)
ground.hittime 		= 11	;(省略時0)
air.hittime 		= 13	;(省略時20)
guard.pausetime		= 8,8
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 	= -4
air.velocity 		= -1.3,-4.2
airguard.velocity	= -0.7,-3.5

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*22+8)

guard.kill 			= 0
p2facing 			= 1

PalFX.Time 			= ifelse(var(36),var(36)+5,0)
PalFX.Mul 			= 150, 150, 150

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 400
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+30) ,floor(p2dist y/3-40)
;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,-40
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 11へ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207
;エフェクト消去----------------------


;---------------------------------------------------------------------------
;3A
;---------------------------------------------------------------------------
[Statedef 410]
type 		= C
movetype 	= A
physics 	= C
ctrl 		= 0
anim 		= 410
poweradd = ceil(5*fvar(21))

[State voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = s112,0+random%3
channel = 0
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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),411,412)+((anim=6410)*6000)+((anim=16410)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 411
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= ifelse(!var(48),413,414)+((anim=6410)*6000)+((anim=16410)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 413

[State 戻りエフェクト2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= ifelse(!var(48),405,406)+((anim=6410)*6000)+((anim=16410)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 415

[State 剣オーラ]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= ifelse(!var(48),407,408)+((anim=6410)*6000)+((anim=16410)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 417

[State 消去　剣閃エフェ]
type = RemoveExplod
trigger1 = AnimElemTime(4) >= 0
ID = 411
IgnoreHitPause = 1
[State 消去　剣オーラ]
type = RemoveExplod
trigger1 = AnimElemTime(7) >= 0
ID = 417
IgnoreHitPause = 1

;エフェクト-----------------------

[State 攻撃3A]
type = HitDef
trigger1 = AnimElem = 3
attr 				= C, NA
damage 				= Ceil(fvar(10)*19 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Light
getpower 			= ceil(20*fvar(21)),ceil(20*fvar(21))
givepower 			= 20,20
guardflag 			= MA
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,10
guardsound 			= s6,0
sparkno 			= ifelse(var(51) = 0,0,-1)
sparkxy 			= floor(p2dist x/2-60) ,floor(p2dist y/3-40)
ground.type 		= Low
air.type 			= Low

pausetime 			= 8,8+var(36)
ground.slidetime	= 10	;(省略時0)
ground.hittime 		= 11	;(省略時0)
air.hittime 		= 13	;(省略時20)
guard.pausetime		= 8,8
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 		= -1.3,-4.8
airguard.velocity 	= -0.7,-3.5

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*22+8)

guard.kill 			= 0
p2facing 			= 1

PalFX.Time 			= ifelse(var(36),var(36)+5,0)
PalFX.Mul 			= 150, 150, 150

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 410
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+50) ,floor(p2dist y/3-40)
;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,-40
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 11へ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;エフェクト消去----------------------
[State 5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 207

[State 2A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 407

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;2B
;---------------------------------------------------------------------------
[Statedef 420]
type 		= C
movetype 	= A
physics 	= C
ctrl 		= 0
anim 		= 420
poweradd = ceil(10*fvar(21))

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= ifelse(!var(48),421,422)+((anim=6420)*6000)+((anim=16420)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 421
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= ifelse(!var(48),423,424)+((anim=6420)*6000)+((anim=16420)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 423

[State 剣オーラ1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= ifelse(!var(48),425,426)+((anim=6420)*6000)+((anim=16420)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 425
[State 剣オーラ2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= ifelse(!var(48),427,428)+((anim=6420)*6000)+((anim=16420)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 427

[State 消去　剣閃エフェ1]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 421
IgnoreHitPause = 1
[State 消去　剣オーラ1]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 425
IgnoreHitPause = 1

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = s112,3+random%3
channel = 0
Persistent = 0

[State 攻撃2B]
type = HitDef
trigger1 = AnimElem = 5
attr 				= C, NA
damage 				= Ceil(fvar(10)*49 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Medium
getpower 			= ceil(40*fvar(21)),ceil(40*fvar(21))
givepower 			= 35,35
guardflag 			= LA
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,11
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,1,-1)
sparkxy 			= floor(p2dist x/2-45) ,floor(p2dist y/2-20)
ground.type 		= Low
air.type 			= Low

pausetime 			= 10,10+var(36)
ground.slidetime	= 14	;(省略時0)
ground.hittime 		= 15	;(省略時0)
air.hittime 		= 17	;(省略時20)
guard.pausetime		= 10,10
guard.slidetime 	= 14						;(省略時guard.hittime)
guard.hittime 		= 15+(P2StateType = A)*2	;(省略時ground.hittime)
guard.ctrltime 		= 15+(P2StateType = A)*2	;(省略時ground.slidetime)

ground.velocity 	= -6
air.velocity 		= -2.2,-3.8
airguard.velocity 	= -1.0,-2.5

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*25+10)

guard.kill 			= 0
p2facing 			= 1

PalFX.Time 			= ifelse(var(36),var(36)+6,0)
PalFX.Mul 			= 150, 150, 150

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 420
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/2-20)
;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 			= 0,-25
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 11へ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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 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 5B　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 225

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;2C
;---------------------------------------------------------------------------
[Statedef 440]
type 		= C
movetype 	= A
physics 	= C
ctrl 		= 0
anim 		= 440
poweradd = ceil(20*fvar(21))

[State 速度]
type = VelSet
trigger1 = AnimElem = 4
x = 2.5

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),441,442)+((anim=6440)*6000)+((anim=16440)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 441
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(7) = 0
Anim 			= ifelse(!var(48),443,444)+((anim=6440)*6000)+((anim=16440)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 443

[State 剣オーラ1]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= ifelse(!var(48),445,446)+((anim=6440)*6000)+((anim=16440)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 445
[State 剣オーラ2]
type = Explod
trigger1 = AnimElemTime(7) = 0
Anim 			= ifelse(!var(48),447,448)+((anim=6440)*6000)+((anim=16440)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 447

[State 消去　剣閃エフェ]
type = RemoveExplod
trigger1 = AnimElemTime(7) >= 0
ID = 441
IgnoreHitPause = 1
[State 消去　剣オーラ1]
type = RemoveExplod
trigger1 = AnimElemTime(7) >= 0
ID = 445
IgnoreHitPause = 1

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = s112,6+random%3
channel = 0
Persistent = 0

[State 攻撃2C]
type = HitDef
trigger1 = AnimElem = 6
attr 				= C, NA
damage 				= Ceil(fvar(10)*106 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Hard
getpower 			= ceil(55*fvar(21)),ceil(55*fvar(21))
givepower 			= 50,50
guardflag 			= LA
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,12
guardsound 			= s6,2
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-66) ,floor(p2dist y/2.5-5)
ground.type 		= Low
air.type 			= Low

pausetime 			= 12,12+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		= 12,12
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 	= -10
air.velocity 		= -2.1,-6.5
airguard.velocity 	= -1.0,-3.5

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*30+12)

guard.kill 			= 0
guard.dist 			= 195
p2facing 			= 1

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

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 440
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+55) ,floor(p2dist y/2.5-5)
;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 			= 0,-20
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;1E
;---------------------------------------------------------------------------
[Statedef 460]
type 		= C
movetype 	= A
physics 	= C
ctrl 		= 0
anim 		= 460
poweradd = ceil(20*fvar(21))

[State 速度]
type = VelSet
trigger1 = AnimElem = 3
x = 3

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 鞘エフェクト1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 461+((anim=6460)*6000)+((anim=16460)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 461
[State 鞘エフェクト2]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= 462+((anim=6460)*6000)+((anim=16460)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 462

[State 1E　鞘エフェクト1]
type = removeExplod
trigger1 = AnimElemTime(5) = 0
ID = 461

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s112,6+random%3
channel = 0
Persistent = 0

[State 攻撃1E]
type = HitDef
trigger1 = AnimElem = 4
attr 				= C, NA
damage 				= Ceil(fvar(10)*38 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Hard
getpower 			= ceil(55*fvar(21)),ceil(55*fvar(21))
givepower 			= 50,50
guardflag 			= LA
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,2
guardsound 			= s6,2
sparkno 			= ifelse(var(51) = 0,1,-1)
sparkxy 			= floor(p2dist x/2-45) ,floor(p2dist y/2-7)
ground.type 		= Low
air.type 			= Low

pausetime 			= 12,12+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		= 12,12
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 	= -0.5,-3.5
air.velocity 		= -0.5,-3.5

yaccel 				= 0.44
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*60+12)

guard.kill 			= 0
p2facing 			= 1

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

;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 = 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 				= 460
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/2-7)
;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,-10
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 11へ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
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 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
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;j 5A
;---------------------------------------------------------------------------
[Statedef 600]
type 		= A
movetype 	= A
physics 	= A
ctrl 		= 0
anim 		= 600
poweradd 	= ceil(5*fvar(21))

[State voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s112,0+random%3
channel = 0
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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),601,602)+((anim=6600)*6000)+((anim=16600)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 601
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= ifelse(!var(48),603,604)+((anim=6600)*6000)+((anim=16600)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 603

[State 戻りエフェクト2]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),605,606)+((anim=6600)*6000)+((anim=16600)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 605
[State 剣オーラ]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),607,608)+((anim=6600)*6000)+((anim=16600)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 607

[State 消去　剣閃エフェ]
type = RemoveExplod
trigger1 = AnimElemTime(3) >= 0
ID = 601
IgnoreHitPause = 1
[State 消去　剣オーラ]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 607
IgnoreHitPause = 1

;エフェクト-----------------------

[State 攻撃j_5A]
type = HitDef
trigger1 = AnimElem = 2
attr 						= A, NA
damage 						= Ceil(fvar(10)*38 +ifelse(fvar(10),var(48)*5,0))
animtype 					= Light
getpower 					= ceil(20*fvar(21)),ceil(20*fvar(21))
givepower 					= 20,20
guardflag 					= MA
hitflag 					= MAF
priority 					= 2,Hit
hitsound 					= s5,10
guardsound 					= s6,0
sparkno 					= ifelse(var(51) = 0,0,-1)
sparkxy 					= floor(p2dist x/2-40) ,floor(p2dist y/3-73)
ground.type 				= High

pausetime 					= 8,8+var(36)
ground.slidetime			= 10	;(省略時0)
ground.hittime 				= 11	;(省略時0)
air.hittime 				= 13	;(省略時20)
guard.pausetime				= 8,8
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 				= -2.0-(vel X/3.0)*(vel X>=5.0),-5.0
airguard.velocity 			= -1.2-(vel X/3.0)*(vel X>=5.0),-3.5

Ground.CornerPush.VelOff 	= -2.0-ifelse(var(14) >= 20,20*1.0,var(14)*1.0)
Air.CornerPush.VelOff 		= -2.0-ifelse(var(14) >= 20,20*0.1,var(14)*0.1)
Down.CornerPush.VelOff 		= -2.0
Guard.CornerPush.VelOff 	= -2.0
AirGuard.CornerPush.VelOff 	= -2.0


yaccel 						= 0.44
Air.fall 					= 1
fall.recover 				= 1
fall.recovertime			= Ceil(fvar(20)*22+8)

guard.kill 					= 0
p2facing 					= 1
ID 							= 600

PalFX.Time 					= ifelse(var(36),var(36)+5,0)
PalFX.Mul 					= 150, 150, 150

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 600
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+30) ,floor(p2dist y/3-73)
;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 			= 10,-60
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------


[State コントロール]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

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

;エフェクト消去----------------------
[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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;j 6A
;---------------------------------------------------------------------------
[Statedef 610]
type 		= A
movetype 	= A
physics 	= A
ctrl 		= 0
anim 		= 610
poweradd 	= ceil(5*fvar(21))

[State voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s112,0+random%3
channel = 0
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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),611,612)+((anim=6610)*6000)+((anim=16610)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 611
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= ifelse(!var(48),613,614)+((anim=6610)*6000)+((anim=16610)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 613

[State 戻りエフェクト2]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),605,606)+((anim=6610)*6000)+((anim=16610)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 615
[State 剣オーラ]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),607,608)+((anim=6610)*6000)+((anim=16610)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 617

[State 消去　剣閃エフェ1]
type = RemoveExplod
trigger1 = AnimElemTime(3) >= 0
ID = 611
IgnoreHitPause = 1
[State 消去　剣オーラ]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 617
IgnoreHitPause = 1

;エフェクト-----------------------

[State 攻撃j_6A]
type = HitDef
trigger1 = AnimElem = 2
attr 						= A, NA
damage 						= Ceil(fvar(10)*38 +ifelse(fvar(10),var(48)*5,0))
animtype 					= Light
getpower 					= ceil(20*fvar(21)),ceil(20*fvar(21))
givepower 					= 20,20
guardflag 					= MA
hitflag 					= MAF
priority 					= 2,Hit
hitsound 					= s5,10
guardsound 					= s6,0
sparkno 					= ifelse(var(51) = 0,0,-1)
sparkxy 					= floor(p2dist x/2-60) ,floor(p2dist y/3-73)
ground.type 				= High

pausetime 					= 8,8+var(36)
ground.slidetime			= 10	;(省略時0)
ground.hittime 				= 11	;(省略時0)
air.hittime 				= 13	;(省略時20)
guard.pausetime				= 8,8
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 				= -2.1-(vel X/3.0)*(vel X>=5.0),-5.0
airguard.velocity			= -1.2-(vel X/3.0)*(vel X>=5.0),-3.5

Ground.CornerPush.VelOff 	= -3.0-ifelse(var(14) >= 20,20*1.0,var(14)*1.0)
Air.CornerPush.VelOff 		= -3.0-ifelse(var(14) >= 20,20*0.1,var(14)*0.1)
Down.CornerPush.VelOff 		= -3.0
Guard.CornerPush.VelOff 	= -3.0
AirGuard.CornerPush.VelOff 	= -3.0

yaccel 						= 0.44
Air.fall 					= 1
fall.recover 				= 1
fall.recovertime			= Ceil(fvar(20)*22+8)

guard.kill 					= 0
p2facing 					= 1
ID 							= 610

PalFX.Time 					= ifelse(var(36),var(36)+5,0)
PalFX.Mul 					= 150, 150, 150

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 610
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+50) ,floor(p2dist y/3-73)
;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 			= 10,-60
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State コントロール]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

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

;エフェクト消去----------------------

[State j_5A　剣オーラ]
type = removeExplod
trigger1 = time = 0
ID = 607

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;j 5B
;---------------------------------------------------------------------------
[Statedef 620]
type 		= A
movetype 	= A
physics 	= A
ctrl 		= 0
anim 		= 620
poweradd 	= ceil(10*fvar(21))

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),621,622)+((anim=6620)*6000)+((anim=16620)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 621
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(6) = 1
Anim 			= ifelse(!var(48),623,624)+((anim=6620)*6000)+((anim=16620)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 623

[State 剣オーラ1]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= ifelse(!var(48),625,626)+((anim=6620)*6000)+((anim=16620)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 625
[State 剣オーラ2]
type = Explod
trigger1 = AnimElemTime(6) = 1
Anim 			= ifelse(!var(48),627,628)+((anim=6620)*6000)+((anim=16620)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 627

[State 戻りエフェクト]
type = Explod
trigger1 = AnimElemTime(9) = 0
Anim 			= ifelse(!var(48),605,606)+((anim=6620)*6000)+((anim=16620)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 629

[State 消去　剣閃エフェ1]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 1
ID = 621
IgnoreHitPause = 1
[State 消去　剣オーラ1]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 1
ID = 625
IgnoreHitPause = 1

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = s112,3+random%3
channel = 0
Persistent = 0

[State 攻撃j_5B]
type = HitDef
trigger1 = AnimElem = 5
attr 						= A, NA
damage 						= Ceil(fvar(10)*61 +ifelse(fvar(10),var(48)*5,0))
animtype 					= Medium
getpower 					= ceil(40*fvar(21)),ceil(40*fvar(21))
givepower 					= 35,35
guardflag 					= HA
hitflag 					= MAF
priority 					= 2,Hit
hitsound 					= s5,11
guardsound 					= s6,1
sparkno 					=ifelse(var(51) = 0,1,-1)
sparkxy 					= floor(p2dist x/2.5-50) ,floor(p2dist y/2.5-73)
ground.type 				= High

pausetime 					= 10,10+var(36)
ground.slidetime			= 14	;(省略時0)
ground.hittime 				= 15	;(省略時0)
air.hittime 				= 17	;(省略時20)
guard.pausetime				= 10,10
guard.slidetime 			= 14						;(省略時guard.hittime)
guard.hittime 				= 15+(P2StateType = A)*2	;(省略時ground.hittime)
guard.ctrltime 				= 15+(P2StateType = A)*2	;(省略時ground.slidetime)

ground.velocity 			= -7
air.velocity 				= -2.2-(vel X/2.75)*(vel X>=5.0),-5.5
airguard.velocity			= -1.2-(vel X/2.75)*(vel X>=5.0),-3.3

Ground.CornerPush.VelOff 	= -4.0-ifelse(var(14) >= 20,20*1.0,var(14)*1.0)
Air.CornerPush.VelOff 		= -4.0-ifelse(var(14) >= 20,20*0.2,var(14)*0.2)
Down.CornerPush.VelOff 		= -4.0
Guard.CornerPush.VelOff 	= -4.0
AirGuard.CornerPush.VelOff 	= -4.0

yaccel 						= 0.44
Air.fall 					= 1
fall.recover 				= 1
fall.recovertime			= Ceil(fvar(20)*25+10)

guard.kill 					= 0
p2facing 					= 1
ID 							= 620

PalFX.Time 					= ifelse(var(36),var(36)+6,0)
PalFX.Mul 					= 150, 150, 150

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 620
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2.5+40) ,floor(p2dist y/2.5-73)
;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,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State コントロール]
type = CtrlSet
trigger1 = AnimElem = 11
value = 1

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

;エフェクト消去----------------------
[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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;j 5C
;---------------------------------------------------------------------------
[Statedef 640]
type 		= A
movetype 	= A
physics 	= A
ctrl 		= 0
anim 		= 640
poweradd 	= ceil(20*fvar(21))

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= ifelse(!var(48),641,642)+((anim=6640)*6000)+((anim=16640)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 641
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(7) = 0
Anim 			= ifelse(!var(48),643,644)+((anim=6640)*6000)+((anim=16640)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 643

[State 剣オーラ1]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= ifelse(!var(48),645,646)+((anim=6640)*6000)+((anim=16640)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 645
[State 剣オーラ2]
type = Explod
trigger1 = AnimElemTime(7) = 0
Anim 			= ifelse(!var(48),647,648)+((anim=6640)*6000)+((anim=16640)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 647

[State 消去　剣閃エフェ1]
type = RemoveExplod
trigger1 = AnimElemTime(7) >= 0
ID = 641
IgnoreHitPause = 1
[State 消去　剣オーラ1]
type = RemoveExplod
trigger1 = AnimElemTime(7) >= 0
ID = 645
IgnoreHitPause = 1
;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s112,6+random%3
channel = 0
Persistent = 0

[State 攻撃j_5C]
type = HitDef
trigger1 = AnimElem = 5
attr 						= A, NA
damage 						= Ceil(fvar(10)*102 +ifelse(fvar(10),var(48)*5,0))
animtype 					= Hard
getpower 					= ceil(55*fvar(21)),ceil(55*fvar(21))
givepower 					= 50,50
guardflag 					= HA
hitflag 					= MAF
priority 					= 2,Hit
hitsound 					= s5,12
guardsound 					= s6,2
sparkno 					= ifelse(var(51) = 0,2,-1)
sparkxy 					= floor(p2dist x/2.5-70) ,floor(p2dist y/2-40)
ground.type 				= High

pausetime 					= 12,12+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				= 12,12
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 			= -10
air.velocity 				= -3.5-(vel X/2.5)*(vel X>=5.0),-3.5
airguard.velocity			= -1.5-(vel X/2.5)*(vel X>=5.0),-2.5

Ground.CornerPush.VelOff 	= -5.0-ifelse(var(14) >= 20,20*1.0,var(14)*1.0)
Air.CornerPush.VelOff 		= -5.0-ifelse(var(14) >= 20,20*0.4,var(14)*0.4)
Down.CornerPush.VelOff 		= -5.0
Guard.CornerPush.VelOff 	= -5.0
AirGuard.CornerPush.VelOff 	= -5.0

yaccel 						= 0.44
Air.fall 					= 1
fall.recover 				= 1
fall.recovertime			= Ceil(fvar(20)*30+12)

guard.kill 					= 0
p2facing 					= 1
ID 							= 640

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

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 640
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2.5+60) ,floor(p2dist y/2-40)
;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 			= 0,-80
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State コントロール]
type = CtrlSet
trigger1 = AnimElem = 11
value = 1

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

;エフェクト消去----------------------
[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_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----------------------

;---------------------------------------------------------------------------
;（現在未使用）j 6C(元j 5C)
;---------------------------------------------------------------------------
[Statedef 650]
type 		= A
movetype 	= A
physics 	= A
ctrl 		= 0
anim 		= 650
poweradd 	= ceil(20*fvar(21))

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 剣閃エフェ1]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= ifelse(!var(48),651,652)+((anim=6650)*6000)+((anim=16650)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 651
[State 剣閃エフェ2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= ifelse(!var(48),653,654)+((anim=6650)*6000)+((anim=16650)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 653
[State 剣オーラ1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= ifelse(!var(48),655,656)+((anim=6650)*6000)+((anim=16650)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 655
[State 剣オーラ2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= ifelse(!var(48),657,658)+((anim=6650)*6000)+((anim=16650)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 657

[State 消去　剣閃エフェ1]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 651
IgnoreHitPause = 1
[State 消去　剣オーラ1]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 657
IgnoreHitPause = 1

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s112,6+random%3
channel = 0
Persistent = 0

[State 攻撃j_6C]
type = HitDef
trigger1 = AnimElem = 5
attr 						= A, NA
damage 						= Ceil(fvar(10)*102 +ifelse(fvar(10),var(48)*5,0))
animtype 					= Hard
getpower 					= ceil(55*fvar(21)),ceil(55*fvar(21))
givepower 					= 50,50
guardflag 					= HA
hitflag 					= MAF
priority 					= 2,Hit
hitsound 					= s5,12
guardsound 					= s6,2
sparkno 					= ifelse(var(51) = 0,2,-1)
sparkxy 					= floor(p2dist x/2.5-70) ,floor(p2dist y/3-63)
ground.type 				= High

pausetime 					= 12,12+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				= 12,12
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 			= -10
air.velocity 				= -3.1-(vel X/2.5)*(vel X>=5.0),-3.5
airguard.velocity			= -1.5-(vel X/2.5)*(vel X>=5.0),-2.5

Ground.CornerPush.VelOff 	= -5.0-ifelse(var(14) >= 20,20*1.0,var(14)*1.0)
Air.CornerPush.VelOff 		= -5.0-ifelse(var(14) >= 20,20*0.4,var(14)*0.4)
Down.CornerPush.VelOff 		= -5.0
Guard.CornerPush.VelOff 	= -5.0
AirGuard.CornerPush.VelOff 	= -5.0

yaccel 						= 0.44
Air.fall 					= 1
fall.recover 				= 1
fall.recovertime			= Ceil(fvar(20)*30+12)

guard.kill 					= 0
p2facing 					= 1
ID 							= 650

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

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = 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(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 650
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2.5+60) ,floor(p2dist y/3-63)
;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 			= 0,-80
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------


[State コントロール]
type = CtrlSet
trigger1 = Animelem = 9
value = 1

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

;エフェクト消去----------------------
[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_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----------------------

;---------------------------------------------------------------------------
;j E
;---------------------------------------------------------------------------
[Statedef 660]
type 		= A
movetype 	= A
physics 	= A
ctrl 		= 0
anim 		= 660
poweradd 	= ceil(20*fvar(21))

[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+ifelse(var(58)=3,16000,6000)

;エフェクト-----------------------
[State 鞘エフェクト1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 661+((anim=6660)*6000)+((anim=16660)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 0
Persistent = 0
ID = 661
[State 鞘エフェクト2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= 662+((anim=6660)*6000)+((anim=16660)*16000)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 0
Persistent = 0
ID = 662

[State 消去　鞘エフェクト1]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 661
IgnoreHitPause = 1

;エフェクト-----------------------

[State voice落ちろ！]
type = PlaySnd
trigger1 = AnimElem = 4
value = s112,ifelse(Pos Y > -180,6+random%3,9)
channel = 0
Persistent = 0

[State 攻撃j_5E]
type = HitDef
trigger1 = AnimElem = 5
attr 						= A, NA
damage 						= Ceil(fvar(10)*76 +ifelse(fvar(10),var(48)*5,0))
animtype 					= Hard
getpower 					= ceil(55*fvar(21)),ceil(55*fvar(21))
givepower 					= 50,50
guardflag 					= HA
hitflag 					= MAF
priority 					= 2,Hit
hitsound 					= s5,2
guardsound 					= s6,2
sparkno 					= ifelse(var(51) = 0,2,-1)
sparkxy 					= floor(p2dist x/2-33) ,floor(p2dist y/2-55)
ground.type 				= High

pausetime 					= 12,12+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				= 12,12
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 			= -3
air.velocity 				= -1.5-(vel X/2.5)*(vel X>=5.0),12;7.8
airguard.velocity			= -1.5-(vel X/2.5)*(vel X>=5.0),1.2

Ground.CornerPush.VelOff 	= -5.0-ifelse(var(14) >= 20,20*1.0,var(14)*1.0)
Air.CornerPush.VelOff 		= -5.0-ifelse(var(14) >= 20,20*0.4,var(14)*0.4)
Down.CornerPush.VelOff 		= -5.0
Guard.CornerPush.VelOff 	= -5.0
AirGuard.CornerPush.VelOff 	= -5.0

yaccel 						= 0.44
Air.fall 					= 1
fall.recover 				= 1
fall.recovertime			= Ceil(fvar(20)*60+12)

guard.kill 					= 0
p2facing 					= 1
ID 							= 660

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

;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 = 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 				= 660
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+23) ,floor(p2dist y/2-55)
;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 			= 0,-80
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------


[State コントロール]
type = CtrlSet
trigger1 = AnimElem = 9
value = 1

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

;エフェクト消去----------------------
[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
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;N投げ
;---------------------------------------------------------------------------
[Statedef 700]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 700

[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+ifelse(var(58)=3,16000,6000)

[State 攻撃　掴み]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = var(18) = 0
attr 				= S, NT
damage 				= 0
animtype 			= Hard
getpower 			= 0,0
givepower 			= 0,0
hitflag 			= M-
numhits 			= 0
priority 			= 2,Miss
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,0
ground.slidetime	= 18
ground.hittime 		= 25
air.hittime 		= 22

ground.velocity 	= -1
air.velocity 		= -1

p1facing 			= 1
p2facing 			= 1
ID 					= 700

[State 相手ロック]
type = TargetState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = NumTarget(700)
triggerall = !Target(700),IsHelper
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 705
ID = 700
IgnoreHitPause = 1
persistent = 0

[State 相手位置固定]
type = TargetBind
trigger1 = MoveHit
trigger1 = P2stateno = 705
pos = 20,0
ID = 700
IgnoreHitPause = 1
Persistent = 0

[State 投げエフェクト]
type = Explod
trigger1 = MoveHit
trigger1 = P2stateno = 705
Anim 			= 20920
PosType 		= P1
Pos 			= 33,-67
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
OnTop 			= 1
SuperMoveTime 	= 99999
PauseMoveTime 	= 99999
IgnoreHitPause = 1
Persistent = 0
ID = 20920

[State 投げ抜け受付時間]
type = ChangeState
trigger1 = movehit
trigger1 = P2stateno = 705
trigger1 = P2MoveType = H
value = 701
IgnoreHitPause = 1
Persistent = 0

[State voice投げ失敗]
type = PlaySnd
trigger1 = AnimElem = 4
value = s112,16
channel = 0

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

;---------------------------------------------------------------------------
;N投げ　投げ抜け受付時間
;---------------------------------------------------------------------------
[Statedef 701]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 701
velset 		= 0,0

[State seふぉーん]
type = PlaySnd
Trigger1 = time = 0
value = s1,4
channel = 1

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

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

[State 投げ抜け]
type = ChangeState
trigger1 = EnemyNear(var(52)),StateNo = 706
value = 702

[State N投げ続き]
type = ChangeState
trigger1 = AnimTime = 0
value = 703

;---------------------------------------------------------------------------
;地上投げ　投げ抜け
;---------------------------------------------------------------------------
[Statedef 702]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 702

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

[State 速度]
type = Velset
trigger1 = Animelem = 1
x = -3

[State 速度]
type = Velset
trigger1 = Animelem = 2
x = -6

[State seベチ]
type = PlaySnd
trigger1 = time = 0
value = s5,0
channel = 1
Persistent = 0

[State voice投げ失敗]
type = PlaySnd
trigger1 = time = 0
value = s112,16
channel = 0
Persistent = 0

[State dust地上投げ抜け]
type = Explod
trigger1 = time = 13
Anim 			= 20990
PosType 		= p1
Pos 			= 20,0
facing 			= -1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 2
OwnPal 			= 1
PauseMoveTime 	= 999999999999
Persistent = 0

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

;---------------------------------------------------------------------------
;N投げ　続き
;---------------------------------------------------------------------------
[Statedef 703]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 703

[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+ifelse(var(58)=3,16000,6000)

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

[State 鞘エフェ]
type = Explod
trigger1 = Animelem = 4
Anim 			= 710+((anim=6703)*6000)+((anim=16703)*16000)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 0
ID = 710

[State 速度]
type = VelSet
trigger1 = FrontEdgeBodyDist != [20,50]
trigger1 = Animelem = 3
x = 2
[State 速度]
type = VelSet
trigger1 = FrontEdgeBodyDist != [20,50]
trigger1 = Animelem = 4
x = 4
[State 速度]
type = VelSet
trigger1 = FrontEdgeBodyDist != [20,50]
trigger1 = Animelem = 5
x = 6

[State se打4]
type = PlaySnd
Trigger1 = Animelem = 5
value = s5,3
channel = 1

;1ヒット目------------------
[State 相手やられ1]
type = TargetState
trigger1 = Animelem = 5
trigger1 = !Target,IsHelper
value = 708
ID = 700
Persistent = 0

[State パワー]
type = PowerAdd
trigger1 = Animelem = 5
value = ceil(55*fvar(21))
IgnoreHitPause = 1
persistent = 0

[State 攻撃ライフ]
type = TargetLifeadd
trigger1 = Animelem = 5
value = -Ceil((fvar(10)*19)*const(data.attack)/100)
Kill = 0
ID = 700

[State ヒット数]
type = HitAdd
trigger1 = Animelem = 5
value = 1
IgnoreHitPause = 1
persistent = 0

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

;ヒットスパーク--------------------
[State コモンスパーク]
type = GameMakeAnim
trigger1 = var(51) = 0
trigger1 = Animelem = 5
Pos =floor(p2dist x/2+35) ,floor(p2dist y/2-60)
value = 0
IgnoreHitPause = 1
Persistent = 0

[State 打スパーク]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = Animelem = 5
StateNo 		= ifelse(var(51)=1,20100,ifelse(var(51)=2,20400,20400))
ID 				= 703
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/2-60)
;Ownpal 		= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 速度]
type = VelSet
trigger1 = AnimElem = 12
x = ifelse(var(59)=2,4,3)

[State se打3]
type = PlaySnd
Trigger1 = Animelem = 13
value = s5,2
channel = 1

;2ヒット目------------------
[State 相手やられ1]
type = TargetState
trigger1 = Animelem = 13
trigger1 = !Target,IsHelper
value = 709
ID = 700
Persistent = 0

[State パワー]
type = PowerAdd
trigger1 = Animelem = 13
value = ceil(55*fvar(21))
IgnoreHitPause = 1
persistent = 0

[State 攻撃ライフ]
type = TargetLifeadd
trigger1 = Animelem = 13
value = -Ceil((fvar(10)*19)*const(data.attack)/100)
ID = 700
Kill = 0

[State ヒット数]
type = HitAdd
trigger1 = Animelem = 13
value = 1
IgnoreHitPause = 1
persistent = 0

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

;ヒットスパーク--------------------
[State コモンスパーク]
type = GameMakeAnim
trigger1 = var(51) = 0
trigger1 = Animelem = 13
Pos =floor(p2dist x/2+35) ,floor(p2dist y/2-7)
value = 1
IgnoreHitPause = 1
Persistent = 0

[State 打スパーク]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = Animelem = 13
StateNo 		= ifelse(var(51)=1,20100,ifelse(var(51)=2,20400,20400))
ID 				= 704
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/2-7)
;Ownpal 		= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State voice覚悟！]
type = PlaySnd
trigger1 = AnimElem = 20
value = s112,11
channel = 0
Persistent = 0

[State 速度]
type = VelSet
trigger1 = Animelem = 18
x = 0.5

[State 速度]
type = VelSet
trigger1 = Animelem = 19
x = 1

[State 速度]
type = VelSet
trigger1 = Animelem = 20
x = 2

[State se打4]
type = PlaySnd
Trigger1 = Animelem = 20
value = s5,3
channel = 1

;3ヒット目------------------

[State 攻撃　3ヒット目]
type = HitDef
trigger1 = AnimElem = 20
attr 				= S, NT
damage 				= Ceil(fvar(10)*45 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Hard
getpower 			= Ceil(fvar(10)*60),0
givepower 			= 0,0
;guardflag 			= 
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= -1;s5,3
guardsound 			= -1;s5,3
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-45) ,floor(p2dist y/1.5-70)
ground.type 		= High

pausetime 			= 15,15
ground.slidetime	= 18
ground.hittime 		= 20
air.hittime 		= 20
guard.hittime 		= 23

ground.velocity 	= -1,-20
air.velocity 		= -1,-20
guard.velocity 		= -3

yaccel 				= 0.5
fall 				= 1
fall.recover 		= Ifelse(var(36)=1,0,1)
fall.recovertime	= Ceil(fvar(20)*60+15)
guard.kill 			= 0
p1facing 			= 1
p2facing 			= 1

;ヒットスパーク--------------------
[State 打スパーク]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = Animelem = 20
StateNo 		= ifelse(var(51)=1,20100,ifelse(var(51)=2,20400,20400))
ID 				= 705
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/1.5-70)
;Ownpal 		= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

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

;---------------------------------------------------------------------------
;N投げ(相手)　投げ抜け受付時間
;---------------------------------------------------------------------------
[Statedef 705]
type 		= S
movetype 	= H
physics 	= S
ctrl 		= 0
velset 		= 0,0

[State アニメ]
type = ChangeAnim
Trigger1 = 1
value = 5010

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

[State 投げ抜け　投げ抜けコマンド入力]
type = ChangeState
trigger1 = command = "a" && command = "z"
trigger2 = command = "a" && command = "x"
trigger3 = command = "holdfwd" || command = "holdback"
trigger3 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 706

[State 喰らい待期]
type = ChangeState
trigger1 = Time >= 20
value = 707

;---------------------------------------------------------------------------
;N投げ(相手)　抜け成功
;---------------------------------------------------------------------------
[Statedef 706]
type 		= S
movetype 	= H
physics 	= S
ctrl 		= 0

[State アニメ]
type = ChangeAnim
Trigger1 = Time = 0
value = 5005

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

[State 速度]
type = Velset
trigger1 = Time = 1
x = -5

[State 速度]
type = Velset
trigger1 = Time = 5
x = -10

[State ステ返す]
type = SelfState
trigger1 = Time >= 14
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;N投げ(相手)　喰らい待期
;---------------------------------------------------------------------------
[Statedef 707]
type 		= S
movetype 	= H
physics 	= S
ctrl 		= 0

[State アニメ]
type = ChangeAnim
Trigger1 = 1
value = 5010

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

[State ステ返す]
type = selfstate
trigger1 = Time >= 300
value = 0

;---------------------------------------------------------------------------
;N投げ(相手)　相手やられ1
;---------------------------------------------------------------------------
[Statedef 708]
type 		= S
movetype 	= H
physics 	= S
ctrl 		= 0

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

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

[State アニメ]
type = ChangeAnim
Trigger1 = time = 0
value = 5002

[State 速度]
type = Velset
trigger1 = Time = 0
trigger1 = BackEdgeBodyDist != [0,20]
x = -5

[State ステ返す]
type = SelfState
trigger1 = time >= 60
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;N投げ(相手)　相手やられ2
;---------------------------------------------------------------------------
[Statedef 709]
type 		= S
movetype 	= H
physics 	= S
ctrl 		= 0

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

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

[State アニメ]
type = ChangeAnim
Trigger1 = time = 0
value = 5012

[State 速度]
type = Velset
trigger1 = Time = 0
trigger1 = BackEdgeBodyDist != [0,20]
x = -6

[State ヒット限定]
type = HitBy
trigger1 = EnemyNear,Name = "Kamui_Tokinomiya"
trigger1 = EnemyNear,AuthorName = "85midori"
trigger1 = (EnemyNear,Stateno = 703)
trigger2 = Enemy,Name = "Kamui_Tokinomiya"
trigger2 = Enemy,AuthorName = "85midori"
trigger2 = (Enemy,Stateno = 703)
value = SCA, AT
time = 1

[State ステ返す]
type = SelfState
trigger1 = time >= 60
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;レバー投げ
;---------------------------------------------------------------------------
[Statedef 720]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 720

[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+ifelse(var(58)=3,16000,6000)

[State 攻撃　掴み]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = var(18) = 0
attr 				= S, NT
damage 				= 0
animtype 			= Hard
getpower 			= 0,0
givepower 			= 0,0
hitflag 			= M-
numhits 			= 0
priority 			= 2,miss
;hitsound 			= s5,0
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,0
ground.slidetime	= 18
ground.hittime 		= 25
air.hittime 		= 22

ground.velocity 	= -1
air.velocity 		= -1

p1facing 			= 1
p2facing 			= 1
ID 					= 720

[State 相手ロック]
type = TargetState
triggerall = NumTarget(720)
triggerall = !Target(720),IsHelper
triggerall = MoveHit
triggerall = P2MoveType = H
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 725
ID = 720
IgnoreHitPause = 1
persistent = 0

[State 相手位置固定]
type = TargetBind
trigger1 = MoveHit
trigger1 = P2stateno = 725
pos = 20,0
ID = 720
IgnoreHitPause = 1
Persistent = 0

[State 投げエフェクト]
type = Explod
trigger1 = MoveHit
trigger1 = P2stateno = 725
Anim 			= 20920
PosType 		= P1
Pos 			= 33,-67
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
OnTop 			= 1
SuperMoveTime 	= 99999
PauseMoveTime 	= 99999
IgnoreHitPause = 1
Persistent = 0
ID = 20920

[State 投げ抜け受付時間]
type = ChangeState
trigger1 = movehit
trigger1 = P2stateno = 725
trigger1 = P2MoveType = H
value = 721
IgnoreHitPause = 1
Persistent = 0

[State voice投げ失敗]
type = PlaySnd
trigger1 = AnimElem = 4
value = s112,16
channel = 0
Persistent = 0

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

;---------------------------------------------------------------------------
;レバー投げ　投げ抜け受付時間
;---------------------------------------------------------------------------
[Statedef 721]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
anim 		= 721
velset 		= 0,0

[State seふぉーん]
type = PlaySnd
Trigger1 = time = 0
value = s1,4
channel = 1

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

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

[State 投げ抜け]
type = ChangeState
trigger1 = EnemyNear(var(52)),StateNo = 706
value = 702

[State レバー投げ続き]
type = ChangeState
trigger1 = AnimTime = 0
value = 723

;---------------------------------------------------------------------------
;レバー投げ　続き
;---------------------------------------------------------------------------
[Statedef 723]
type 		= C
movetype 	= A
physics 	= C
ctrl 		= 0
anim 		= 723
PowerAdd 	= ceil(150*fvar(21))

[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+ifelse(var(58)=3,16000,6000)

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

[State 投げ抜け]
type = ChangeState
trigger1 = EnemyNear(var(52)),StateNo = 706
value = 702

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

[State seジュイーン2]
type = PlaySnd
trigger1 = AnimElem = 4
value = s2,1
channel = 1

[State 剣閃エフェ]
type = Explod
trigger1 = AnimElem = 4
Anim 			= ifelse(!var(48),730,731)+((anim=6723)*6000)+((anim=16723)*16000)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1

[State 剣オーラ]
type = Explod
trigger1 = AnimElem = 5
Anim 			= ifelse(!var(48),735,736)+((anim=6723)*6000)+((anim=16723)*16000)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1

[State 速度]
type = VelSet
trigger1 = Animelem = 4
x = 25

[State 攻撃ライフ]
type = TargetLifeadd
trigger1 = Animelem = 5
value = -Ceil((fvar(10)*95 +ifelse(fvar(10),var(48)*5,0))*const(data.attack)/100)
ID = 720

[State voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = s112,8
channel = 0
Persistent = 0

;ヒットスパーク--------------------
[State コモンスパーク]
type = GameMakeAnim
trigger1 = var(51) = 0
trigger1 = Animelem = 5
Pos =50,-40
value = 2
IgnoreHitPause = 1
Persistent = 0

[State 斬スパーク]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = AnimElem = 5
StateNo 		= ifelse(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 723
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= 0,-40
;Ownpal 		= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State しゃがみへ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;レバー投げ　投げ抜け受付時間
;---------------------------------------------------------------------------
[Statedef 725]
type 		= S
movetype 	= H
physics 	= S
ctrl 		= 0
velset 		= 0,0

[State アニメ]
type = ChangeAnim
Trigger1 = 1
value = 5000

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

[State 投げ抜け　投げ抜けコマンド入力]
type = ChangeState
trigger1 = command = "a" && command = "z"
trigger2 = command = "a" && command = "x"
trigger3 = command = "holdfwd" || command = "holdback"
trigger3 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 706

[State 相手やられ]
type = ChangeState
trigger1 = Time >= 10
value = 726

;---------------------------------------------------------------------------
;レバー投げ　相手やられ
;---------------------------------------------------------------------------
[Statedef 726]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0

[State アニメ]
type = ChangeAnim
Trigger1 = 1
value = 5017

[State アニメ]
type = ChangeAnim
Trigger1 = 1
value = 5012

[State 速度]
type = Velset
trigger1 = time = 18
y = -6

[State 重力]
type = VelAdd
trigger1 = time >= 18
y = 0.48

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

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

[State ポス　画面端時]
type = PosAdd
trigger1 = time >= 17
trigger1 = BackEdgeBodyDist < 60
x = 10

;[State 画面はし]
;type = Width
;trigger1 = 1
;edge = 40,40
;IgnoreHitPause = 1
;Persistent = 1

[State 捨て返す]
type = SelfState
trigger1 = ((vel Y > 0) && (Pos Y >= 0))
value = 5100


;---------------------------------------------------------------------------
;j 投げ
;---------------------------------------------------------------------------
[Statedef 750]
type 		= A
movetype 	= A
physics 	= A
ctrl 		= 0
anim 		= 750

[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+ifelse(var(58)=3,16000,6000)

[State 攻撃　掴み]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = var(18) = 0
attr 				= S, NT
damage 				= 0
animtype 			= Hard
getpower 			= 0,0
givepower 			= 0,0
hitflag 			= A-
numhits 			= 0
priority 			= 2,miss
;hitsound 			= s5,0
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,0
ground.slidetime	= 18
ground.hittime 		= 25
air.hittime 		= 22

ground.velocity 	= -1
air.velocity 		= -1

fall 				= 1
fall.recover 		= Ifelse(var(36)=1,0,1)
fall.recovertime	= Ceil(fvar(20)*41)

p1facing 			= 1
p2facing 			= 1
ID 					= 750

[State 相手ロック]
type = TargetState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = NumTarget(750)
triggerall = !Target(750),IsHelper
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 755
ID = 750
IgnoreHitPause = 1
persistent = 0

[State 相手位置固定]
type = TargetBind
trigger1 = MoveHit
trigger1 = !Target,IsHelper
pos = 20,0
ID = 750
IgnoreHitPause = 1
Persistent = 0

[State 投げエフェクト]
type = Explod
trigger1 = MoveHit
trigger1 = P2stateno = 755
Anim 			= 20920
PosType 		= P1
Pos 			= 33,-67
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
OnTop 			= 1
SuperMoveTime 	= 99999
PauseMoveTime 	= 99999
IgnoreHitPause = 1
Persistent = 0
ID = 20920

[State 投げ抜け受付時間]
type = ChangeState
trigger1 = movehit
trigger1 = P2stateno = 755
trigger1 = P2MoveType = H
value = 751
IgnoreHitPause = 1
Persistent = 0

[State voice投げ失敗]
type = PlaySnd
trigger1 = AnimElem = 4
value = s112,16
channel = 0
Persistent = 0

;---------------------------------------------------------------------------
;j 投げ　投げ抜け受付時間
;---------------------------------------------------------------------------
[Statedef 751]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
anim 		= 751
velset 		= 0,0

[State seふぉーん]
type = PlaySnd
Trigger1 = time = 0
value = s1,4
channel = 1

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

[State j 投げ抜け]
type = ChangeState
trigger1 = EnemyNear(var(52)),StateNo = 756
value = 752

[State j 投げ続き]
type = ChangeState
trigger1 = AnimTime = 0
value = 753

;---------------------------------------------------------------------------
;j 投げ　投げ抜け
;---------------------------------------------------------------------------
[Statedef 752]
type 		= A
movetype 	= A
physics 	= A
ctrl 		= 0
anim 		= 43

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

[State seベチ]
type = PlaySnd
trigger1 = time = 0
value = s5,0
channel = 1
Persistent = 0

[State voice投げ失敗]
type = PlaySnd
trigger1 = time = 0
value = s112,16
channel = 0
Persistent = 0

[State 速度]
type = Velset
trigger1 = Animelem = 1
x = -2
y = -5

[State コントロール]
type = CtrlSet
trigger1 = time > 35
value = 1

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

;---------------------------------------------------------------------------
;j 投げ　続き
;---------------------------------------------------------------------------
[Statedef 753]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0
anim 		= 753

[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+ifelse(var(58)=3,16000,6000)

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

[State 剣閃エフェ]
type = Explod
trigger1 = Animelem = 2
Anim 			= ifelse(!var(48),760,761)+((anim=6753)*6000)+((anim=16753)*16000)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
ID = 760

[State se斬1]
type = PlaySnd
Trigger1 = Animelem = 2
value = s5,10
channel = 1

;1ヒット目------------------
[State 相手やられ1]
type = TargetState
trigger1 = Animelem = 2
trigger1 = !Target,IsHelper
value = 758
ID = 750
Persistent = 1

[State パワー]
type = PowerAdd
trigger1 = Animelem = 2
value = ceil(75*fvar(21))
IgnoreHitPause = 1
persistent = 0

[State 攻撃ライフ]
type = TargetLifeadd
trigger1 = Animelem = 2
value = -Ceil((fvar(10)*11)*const(data.attack)/100)
Kill = 0
ID = 750

[State ヒット数]
type = HitAdd
trigger1 = Animelem = 2
value = 1
IgnoreHitPause = 1
persistent = 0

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

;ヒットスパーク--------------------
[State コモンスパーク]
type = GameMakeAnim
trigger1 = var(51) = 0
trigger1 = Animelem = 2
Pos = floor(p2dist x/2+30) ,floor(p2dist y/3-73)
value = 0
IgnoreHitPause = 1
Persistent = 0

[State 斬スパーク]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = Animelem = 2
StateNo 		= ifelse(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 753
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+30) ,floor(p2dist y/3-73)
;Ownpal 		= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 速度]
type = Velset
trigger1 = Animelem = 3
x = 0.5
y = -2.5

[State 加速度]
type = VelAdd
trigger1 = Animelem = 3,>=0
trigger1 = Animelem = 9,<0
y = 0.15

[State 剣オーラ]
type = Explod
trigger1 = Animelem = 5
anim 			= ifelse(!var(48),765,766)+ifelse((var(46) = 6 || var(46) = 3)&&var(58)=3,16000,ifelse(var(46)=6&&var(58)!=3,6000,0))
postype 		= P1
scale 			= 0.5,0.5
Bindtime 		= -1
sprpriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 0
ID = 753

[State 速度]
type = VelSet
trigger1 = Animelem = 9
x = 0
y = 0

[State se斬2]
type = PlaySnd
Trigger1 = Animelem = 9
value = s5,11
channel = 1

;2ヒット目------------------
[State 相手やられ2]
type = TargetState
trigger1 = Animelem = 9
trigger1 = !Target,IsHelper
value = 759
ID = 750
Persistent = 1

[State パワー]
type = PowerAdd
trigger1 = Animelem = 9
value = ceil(75*fvar(21))
IgnoreHitPause = 1
persistent = 0

[State 攻撃ライフ]
type = TargetLifeadd
trigger1 = Animelem = 9
value = -Ceil((fvar(10)*19)*const(data.attack)/100)
Kill = 0
ID = 750

[State ヒット数]
type = HitAdd
trigger1 = Animelem = 9
value = 1
IgnoreHitPause = 1
persistent = 0

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

;ヒットスパーク--------------------
[State コモンスパーク]
type = GameMakeAnim
trigger1 = var(51) = 0
trigger1 = Animelem = 9
Pos = floor(p2dist x/2+30) ,floor(p2dist y/2-83)
value = 1
IgnoreHitPause = 1
Persistent = 0

[State 斬スパーク]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = Animelem = 9
StateNo 		= ifelse(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 754
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+30) ,floor(p2dist y/2-83)
;Ownpal 		= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 速度]
type = Velset
trigger1 = Animelem = 10
x = 1.5
y = -4.5

[State 加速度]
type = VelAdd
trigger1 = Animelem = 10,>=0
trigger1 = Animelem = 16,<0
y = 0.15

[State 速度]
type = VelSet
trigger1 = Animelem = 16
y = 0

[State 速度]
type = Velset
trigger1 = Animelem = 17
y = -3.5

[State voice覚悟！]
type = PlaySnd
trigger1 = AnimElem = 17
value = s112,11
channel = 0
Persistent = 0

[State se斬3]
type = PlaySnd
Trigger1 = Animelem = 17
value = s5,12
channel = 1

;3ヒット目------------------

[State 攻撃　3ヒット目]
type = HitDef
trigger1 = AnimElem = 17
attr 				= A, NT
damage 				= Ceil(fvar(10)*45 +ifelse(fvar(10),var(48)*5,0))
animtype 			= Hard
getpower 			= Ceil(fvar(10)*75),0
givepower 			= 0,0
guardflag 			= M
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= -1;s5,3
guardsound 			= -1;s5,3
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-45) ,floor(p2dist y/2-83)
ground.type 		= High

pausetime 			= 15,15
ground.slidetime	= 18
ground.hittime 		= 20
air.hittime 		= 20
guard.hittime 		= 23

ground.velocity 	= -10,-20
air.velocity 		= -5,-20
guard.velocity 		= -3

yaccel 				= 0.5
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*60+15)
guard.kill 			= 0
p1facing 			= 1
p2facing 			= 1

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = Animelem = 17
StateNo 		= ifelse(var(51)=1,20200,ifelse(var(51)=2,20500,20700))
ID 				= 755
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/2-83)
;Ownpal 		= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;[State 重力]
;type = Gravity
;trigger1 = AnimElemTime(18) = 0

[State 状態]
type = StateTypeSet
trigger1 = AnimElemTime(18) = 0
Physics = A

[State コントロール]
type = CtrlSet
trigger1 = AnimElemTime(23) = 0
value = 1

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

;---------------------------------------------------------------------------
;j 投げ(相手)　投げ抜け受付時間
;---------------------------------------------------------------------------
[Statedef 755]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0
velset 		= 0,0

[State アニメ]
type = ChangeAnim
Trigger1 = 1
value = 5010

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

[State 投げ抜け　投げ抜けコマンド入力]
type = ChangeState
trigger1 = command = "a" && command = "z"
trigger2 = command = "a" && command = "x"
trigger3 = command = "holdfwd" || command = "holdback"
trigger3 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
value = 756

[State 喰らい待期]
type = ChangeState
trigger1 = Time >= 20
value = 757

;---------------------------------------------------------------------------
;j 投げ(相手)　抜け成功
;---------------------------------------------------------------------------
[Statedef 756]
type 		= A
movetype 	= H
physics 	= A
ctrl 		= 0

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

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

[State 速度]
type = Velset
trigger1 = Animelem = 1
x = -2
y = -5

[State ステ返す　ジャンプ降下中へ]
type = SelfState
trigger1 = Time >= 10
value = 51
ctrl = 1

;---------------------------------------------------------------------------
;j 投げ(相手)　喰らい待期
;---------------------------------------------------------------------------
[Statedef 757]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

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

[State アニメ]
type = ChangeAnim
Trigger1 = 1
value = 5010

[State 状態]
type = StateTypeSet
trigger1 = time >= 15
physics = A

[State ステ返す]
type = SelfState
trigger1 = Pos Y >= 0 && vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;j 投げ(相手)　相手やられ1
;---------------------------------------------------------------------------
[Statedef 758]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

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

[State アニメ]
type = ChangeAnim
Trigger1 = time = 0
value = 5007

[State 速度]
type = Velset
trigger1 = time = 0
x = -1.5
y = -6

[State 加速度（重力）]
type = VelAdd
trigger1 = 1
y = 0.48

[State ステ返す]
type = SelfState
trigger1 = Pos Y >= 0 && vel Y > 0
value = 5100

;---------------------------------------------------------------------------
;j 投げ(相手)　相手やられ2
;---------------------------------------------------------------------------
[Statedef 759]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0

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

[State 押し判定]
type = PlayerPush
trigger1 = 1
value = 0

[State アニメ]
type = ChangeAnim
Trigger1 = time = 0
value = 5012

[State 速度]
type = Velset
trigger1 = time = 0
x = -2.0
y = -7.5

[State 加速度（重力）]
type = VelAdd
trigger1 = 1
y = 0.48

[State ヒット限定]
type = HitBy
trigger1 = EnemyNear,Name = "Kamui_Tokinomiya"
trigger1 = EnemyNear,AuthorName = "85midori"
trigger1 = (EnemyNear,Stateno = 753)
trigger2 = Enemy,Name = "Kamui_Tokinomiya"
trigger2 = Enemy,AuthorName = "85midori"
trigger2 = (Enemy,Stateno = 753)
value = SCA, AT
time = 1

[State 捨て返す]
type = SelfState
trigger1 = Pos Y >= 0 && vel Y > 0
value = 5100
