;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;A功刀
;---------------------------------------------------------------------------
[Statedef 1000]
type 		= S
movetype 	= A
physics 	= S
anim 		= 1000
ctrl 		= 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)

[State 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

[State オーラ]
type = Explod
trigger1 = AnimElemTime(1) = 0
Anim 			= 1051
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
Persistent = 0

[State 光エフェ]
type = Explod
trigger1 = AnimElemTime(5) = 1
Anim 			= 1061
PosType 		= P1
Pos 			= -14,-86
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
Persistent = 0

[State voiceクヌギ]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s113,5
channel = 0

[State seクヌギ]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
channel = 1

[State クヌギフラグ]
type = VarAdd
trigger1 = AnimElemTime(6) = 0
var(48) = 1
persistent = 0

[State ライフ減少]
type = LifeSet
trigger1 = AnimElemTime(6) = 0
value = Ifelse(ceil(Life-30)<=0,1,ceil(Life -30))
IgnoreHitPause = 1
persistent = 0

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

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

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

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

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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;B功刀
;---------------------------------------------------------------------------
[Statedef 1010]
type 		= S
movetype 	= A
physics 	= S
anim 		= 1010
ctrl 		= 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)

[State 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

[State オーラ]
type = Explod
trigger1 = AnimElemTime(1) = 0
Anim 			= 1052
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
Persistent = 0

[State 光エフェ]
type = Explod
trigger1 = AnimElemTime(5) = 1
Anim 			= 1062
PosType 		= P1
Pos 			= -14,-86
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
Persistent = 0

[State voiceクヌギ]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s113,5
channel = 0

[State seクヌギ]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
channel = 1

[State クヌギフラグ]
type = VarAdd
trigger1 = AnimElemTime(6) = 0
var(48) = 1
persistent = 0

[State ライフ減少]
type = LifeSet
trigger1 = AnimElemTime(6) = 0
value = Ifelse(ceil(Life-61)<=0,1,ceil(Life -61))
IgnoreHitPause = 1
persistent = 0

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

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

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

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

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

;---------------------------------------------------------------------------
;C功刀
;---------------------------------------------------------------------------
[Statedef 1020]
type 		= S
movetype 	= A
physics 	= S
anim 		= 1020
ctrl 		= 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)

[State 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

[State オーラ]
type = Explod
trigger1 = AnimElemTime(1) = 0
Anim 			= 1053
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
Persistent = 0

[State 光エフェ]
type = Explod
trigger1 = AnimElemTime(5) = 1
Anim 			= 1063
PosType 		= P1
Pos 			= -14,-86
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
Persistent = 0

[State voiceクヌギ]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s113,5
channel = 0

[State seクヌギ]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
channel = 1

[State クヌギフラグ]
type = VarAdd
trigger1 = AnimElemTime(6) = 0
var(48) = 1
persistent = 0

[State ライフ減少]
type = LifeSet
trigger1 = AnimElemTime(6) = 0
value = Ifelse(ceil(Life-121)<=0,1,ceil(Life -121))
IgnoreHitPause = 1
persistent = 0

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

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

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

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

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

;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;A閏間
;---------------------------------------------------------------------------

[Statedef 1100]
type 		= S
movetype 	= A
physics 	= C
anim 		= 1100
ctrl 		= 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)

;====================A閏間(突進)
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
trigger1 = AnimElemTime(3) < 0
value = 0
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) < 0
value = 85
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
trigger1 = AnimElemTime(6) >= 0
value = 0
IgnoreHitPause = 1

[State 押し判定]
type = PlayerPush
trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
trigger1 = P2StateType = L
value = 0

[State dust2]
type = Explod
trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
trigger1 = AnimElemTime(3) = 0
Anim 			= 20991
PosType 		= p1
Pos 			= -28, 0
Bindtime 		= 1
Scale 			= 0.5,0.5
SprPriority 	= 3
OwnPal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
ID = 20991

[State 突進エフェ]
Type = Helper
trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
trigger1 = AnimElemTime(3) = 0
StateNo 		= 1150
ID 				= 1151
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;[State voice参る]
;type = null;PlaySnd
;trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
;trigger1 = AnimElemTime(3) = 0
;value = s113,0
;channel = 0

[State 状態]
type = StateTypeSet
trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
trigger1 = AnimElemTime(3) = 0
physics = N

[State 速度]
type = VelSet
trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
trigger1 = AnimElemTime(3) = 0
x = 5.5
IgnoreHitPause = 1
persistent = 1
[State 速度]
type = VelAdd
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(3) > 0
trigger1 = AnimElemTime(6) < 0
x = 0.02
IgnoreHitPause = 1

[State 攻撃へ]
type = ChangeAnim
trigger1 = P2StateType != L
trigger1 = command != "holda"
trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) < 0
trigger1 = (P2Dist X = [0,85]) && (P2Dist Y = [-80,0])
value = anim+1

[State 状態]
type = StateTypeSet
trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
trigger1 = AnimElemTime(6) = 0
physics = S

[State 0へ]
type = ChangeState
trigger1 = Anim = 1100 || Anim = 7100 || Anim = 17100
trigger1 = Animtime = 0
value = 0
ctrl = 1


;====================A閏間(攻撃)
[State パワー]
type = PowerAdd
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
value = ceil(25*fvar(21))
Persistent = 0

;エフェクト-----------------------
[State 剣閃エフェクト1]
type = Explod
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(1) = 0
Anim 			= 1161
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 = 1161
[State 剣閃エフェクト2]
type = Explod
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(6) = 0
Anim 			= 1162
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 = 1162
[State 剣閃エフェクト3]
type = Explod
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(7) = 0
Anim 			= 1163
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
;pSuperMove 		= 1
IgnoreHitPause = 1
Persistent = 0
ID = 1163

[State 消去　剣閃エフェクト1]
type = RemoveExplod
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(6) >= 0
ID = 1161
IgnoreHitPause = 1
[State 消去　剣閃エフェクト2]
type = RemoveExplod
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(7) >= 0
ID = 1162
IgnoreHitPause = 1


[State 剣オーラ1]
type = Explod
triggerall = AnimElemTime(3) = 0
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
Anim 			= 1171
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 = 1171
[State 剣オーラ2]
type = Explod
triggerall = AnimElemTime(6) = 0
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
Anim 			= 1172
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 = 1172
[State 剣オーラ3]
type = Explod
triggerall = AnimElemTime(7) = 0
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
Anim 			= 1173
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 = 1173
[State 剣オーラ4]
type = Explod
triggerall = AnimElemTime(8) = 0
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
Anim 			= 1174
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 = 1174


[State 消去　剣オーラ1]
type = RemoveExplod
triggerall = AnimElemTime(6) >= 0
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
ID = 1171
IgnoreHitPause = 1
[State 消去　剣オーラ2]
type = RemoveExplod
triggerall = AnimElemTime(7) >= 0
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
ID = 1172
IgnoreHitPause = 1
[State 消去　剣オーラ3]
type = RemoveExplod
triggerall = AnimElemTime(8) >= 0
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
ID = 1173
IgnoreHitPause = 1
[State 消去　剣オーラ4]
type = RemoveExplod
triggerall = AnimElemTime(9) >= 0
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
ID = 1174
IgnoreHitPause = 1

;エフェクト-----------------------

[State voiceウルマ]
type = PlaySnd
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(3) = 0
value = s113,1
channel = 0

[State 攻撃Ａウルマ]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElem = 4
attr 				= S, SA
damage 				= Ceil(fvar(10)*91),Ceil(fvar(10)*9)
animtype 			= Hard
getpower 			= ceil(75*fvar(21)),ceil(75*fvar(21))
givepower 			= 35,35
guardflag 			= M
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,12
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-50) ,floor(p2dist y/3-45)
ground.type 		= High
air.type 			= Low

pausetime 			= 15,15+var(36)
ground.slidetime	= 23						;(省略時0)
ground.hittime 		= 24						;(省略時0)
air.hittime 		= 29						;(省略時20)
guard.pausetime		= 15,15
guard.slidetime 	= 23						;(省略時guard.hittime)
guard.hittime 		= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 			= -8
air.velocity 				= -5.2,-5.0
ground.cornerpush.veloff 	= -25
air.cornerpush.veloff 		= 0

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*30+15)

guard.kill 			= 0
p2facing 			= 1

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

;[State seジュイーン2]
;type = PlaySnd
;trigger1 = MoveHit
;value = s2,1
;channel = 12

;ヒットスパーク--------------------
[State 必殺　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)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 1101
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+40) ,floor(p2dist y/3-45)
;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,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

;戻りエフェクト--------------------
[State 戻りエフェクト1]
type = Explod
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(7) = 0
Anim 			= 1181
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト2]
type = Explod
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(8) = 0
Anim 			= 1182
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト3]
type = Explod
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(8) = 0
Anim 			= 1183
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト4]
type = Explod
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(8) = 0
Anim 			= 1184
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;戻りエフェクト--------------------
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(5) < 0
value = const(size.attack.dist)
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(5) >= 0
value = 0
IgnoreHitPause = 1

[State 状態]
type = StateTypeSet
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = AnimElemTime(4) = 0
physics = S

[State 0へ]
type = ChangeState
trigger1 = Anim = 1101 || Anim = 7101 || Anim = 17101
trigger1 = Animtime = 0
value = 0
ctrl = 1

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

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

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

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

;---------------------------------------------------------------------------
;B閏間
;---------------------------------------------------------------------------
[Statedef 1110]
type 		= S
movetype 	= A
physics 	= C
anim 		= 1110
ctrl 		= 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)

;====================B閏間(突進)
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
trigger1 = AnimElemTime(3) < 0
value = 0
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) < 0
value = 90
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
trigger1 = AnimElemTime(7) >= 0
value = 0
IgnoreHitPause = 1

[State 押し判定]
type = PlayerPush
trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
trigger1 = P2StateType = L
value = 0

[State dust2]
type = Explod
trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
trigger1 = AnimElemTime(3) = 0
Anim 			= 20991
PosType 		= p1
Pos 			= -29, 0
Bindtime 		= 1
Scale 			= 0.6,0.6
SprPriority 	= 3
OwnPal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
ID = 20991

[State 突進エフェ]
Type = Helper
trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
trigger1 = AnimElemTime(3) = 0
StateNo 		= 1150
ID 				= 1152
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;[State voice参る]
;type = null;PlaySnd
;trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
;trigger1 = AnimElemTime(3) = 0
;value = s113,0
;channel = 0

[State 状態]
type = StateTypeSet
trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
trigger1 = AnimElemTime(3) = 0
physics = N

[State 速度]
type = VelSet
trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
trigger1 = AnimElemTime(3) = 0
x = 6.5
IgnoreHitPause = 1
persistent = 1
[State 速度]
type = VelAdd
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(3) > 0
trigger1 = AnimElemTime(7) < 0
x = 0.04
IgnoreHitPause = 1

[State 攻撃へ]
type = ChangeAnim
trigger1 = P2StateType != L
trigger1 = command != "holdb"
trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) < 0
trigger1 = (P2Dist X = [0,85]) && (P2Dist Y = [-80,0])
value = anim+1

[State 状態]
type = StateTypeSet
trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
trigger1 = AnimElemTime(7) = 0
physics = S

[State 0へ]
type = ChangeState
trigger1 = Anim = 1110 || Anim = 7110 || Anim = 17110
trigger1 = Animtime = 0
value = 0
ctrl = 1

;====================B閏間(攻撃)
[State パワー]
type = PowerAdd
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
value = ceil(25*fvar(21))
Persistent = 0

;エフェクト-----------------------
[State 剣閃エフェクト1]
type = Explod
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(1) = 0
Anim 			= 1161
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 = 1161
[State 剣閃エフェクト2]
type = Explod
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(6) = 0
Anim 			= 1162
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 = 1162
[State 剣閃エフェクト3]
type = Explod
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(7) = 0
Anim 			= 1163
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
;SuperMove 		= 1
IgnoreHitPause = 1
Persistent = 0
ID = 1163

[State 消去　剣閃エフェクト1]
type = RemoveExplod
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(6) >= 0
ID = 1161
IgnoreHitPause = 1
[State 消去　剣閃エフェクト2]
type = RemoveExplod
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(7) >= 0
ID = 1162
IgnoreHitPause = 1

[State 剣オーラ1]
type = Explod
triggerall = AnimElemTime(3) = 0
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
Anim 			= 1171
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 = 1171
[State 剣オーラ2]
type = Explod
triggerall = AnimElemTime(6) = 0
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
Anim 			= 1172
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 = 1172
[State 剣オーラ3]
type = Explod
triggerall = AnimElemTime(7) = 0
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
Anim 			= 1173
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 = 1173
[State 剣オーラ4]
type = Explod
triggerall = AnimElemTime(8) = 0
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
Anim 			= 1174
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 = 1174

[State 消去　剣オーラ1]
type = RemoveExplod
triggerall = AnimElemTime(6) >= 0
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
ID = 1171
IgnoreHitPause = 1
[State 消去　剣オーラ2]
type = RemoveExplod
triggerall = AnimElemTime(7) >= 0
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
ID = 1172
IgnoreHitPause = 1
[State 消去　剣オーラ3]
type = RemoveExplod
triggerall = AnimElemTime(8) >= 0
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
ID = 1173
IgnoreHitPause = 1
[State 消去　剣オーラ4]
type = RemoveExplod
triggerall = AnimElemTime(9) >= 0
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
ID = 1174
IgnoreHitPause = 1

;エフェクト-----------------------


[State voiceウルマ]
type = PlaySnd
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(3) = 0
value = s113,1
channel = 0

[State 攻撃Ｂウルマ]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElem = 4
attr 				= S, SA
damage 				= Ceil(fvar(10)*98),Ceil(fvar(10)*10)
animtype 			= Hard
getpower 			= ceil(75*fvar(21)),ceil(75*fvar(21))
givepower 			= 35,35
guardflag 			= M
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,12
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-50) ,floor(p2dist y/3-45)
ground.type 		= High
air.type 			= Low

pausetime 			= 15,15+var(36)
ground.slidetime	= 23						;(省略時0)
ground.hittime 		= 24						;(省略時0)
air.hittime 		= 29						;(省略時20)
guard.pausetime		= 15,15
guard.slidetime 	= 23						;(省略時guard.hittime)
guard.hittime 		= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 			= -5.0,-12.5
air.velocity 				= -5.0,-12.5
guard.cornerpush.veloff 	= -25
air.cornerpush.veloff 		= 0

yaccel 				= 0.44
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*40+15)

guard.kill 			= 0
p2facing 			= 1

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

[State seジュイーン2]
type = PlaySnd
trigger1 = MoveHit
value = s2,1
channel = 12
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------
[State 必殺　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)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 1111
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+40) ,floor(p2dist y/3-45)
;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,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

;戻りエフェクト--------------------
[State 戻りエフェクト1]
type = Explod
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(7) = 0
Anim 			= 1181
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト2]
type = Explod
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(8) = 0
Anim 			= 1182
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト3]
type = Explod
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(8) = 0
Anim 			= 1183
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト4]
type = Explod
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(8) = 1
Anim 			= 1184
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;戻りエフェクト--------------------
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(5) < 0
value = const(size.attack.dist)
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(5) >= 0
value = 0
IgnoreHitPause = 1

[State 状態]
type = StateTypeSet
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = AnimElemTime(4) = 0
physics = S
IgnoreHitPause = 1
Persistent = 0

[State 0へ]
type = ChangeState
trigger1 = Anim = 1111 || Anim = 7111 || Anim = 17111
trigger1 = Animtime = 0
value = 0
ctrl = 1

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

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

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

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

;---------------------------------------------------------------------------
;C閏間
;---------------------------------------------------------------------------
[Statedef 1120]
type 		= S
movetype 	= A
physics 	= C
VelSet 		= 0,0
anim 		= 1120
ctrl 		= 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)

;====================C閏間(突進)
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(3) < 0
value = 0
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(9) < 0
value = 95
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(9) >= 0
value = 0
IgnoreHitPause = 1

[State 押し判定]
type = PlayerPush
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = P2StateType = L
value = 0

[State dust2]
type = Explod
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(3) = 0
Anim 			= 20991
PosType 		= p1
Pos 			= -30, 0
Bindtime 		= 1
Scale 			= 0.65,0.65
SprPriority 	= 3
OwnPal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
ID = 20991

[State 突進エフェ]
Type = Helper
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(3) = 0
StateNo 		= 1150
ID 				= 1153
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0


[State voice参る]
type = PlaySnd
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(3) = 0
value = s113,0
channel = 3

[State 状態]
type = StateTypeSet
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(3) = 0
physics = N

[State 速度]
type = VelSet
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(3) = 0
x = 7.5
[State 速度]
type = VelAdd
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(3) > 0
trigger1 = AnimElemTime(9) < 0
x = 0.05
IgnoreHitPause = 1

[State 攻撃へ]
type = ChangeAnim
trigger1 = P2StateType != L
trigger1 = command != "holdc"
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(9) < 0
trigger1 = (P2Dist X = [0,85]) && (P2Dist Y = [-85,0])
value = anim+1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = AnimElemTime(9) = 0
physics = S

[State 0へ]
type = ChangeState
trigger1 = Anim = 1120 || Anim = 7120 || Anim = 17120
trigger1 = Animtime = 0
value = 0
ctrl = 1

;====================C閏間(攻撃)

[State パワー]
type = PowerAdd
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
value = ceil(25*fvar(21))
Persistent = 0

[State 速度]
type = VelSet
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
x = 13
IgnoreHitPause = 1
Persistent = 0

[State アニメ反対向き]
type = ChangeAnim
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger1 = P2Dist X <= 0
value = anim+1
elem = AnimElemNo(0)
IgnoreHitPause = 1
persistent = 0

[State ターン]
type = Turn
trigger1 = Anim = 1122 || Anim = 7122 || Anim = 17122
IgnoreHitPause = 1
Persistent = 0

[State 進行状況リセット]
type = VarSet
trigger1 = time = 0
var(24) = 0
[State 進行状況]
type = VarAdd
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
var(24) = 1

[State アニメelem4]
type = ChangeAnim
triggerall = AnimElemTime(4) < 0
trigger1 = Anim = 1121 || Anim = 1122
trigger1 = var(24) = 5
trigger2 = Anim = 7121 || Anim = 7122
trigger2 = var(24) = 5
trigger3 = Anim = 17121 || Anim = 17122
trigger3 = var(24) = 5
value = Anim
elem = 4
IgnoreHitPause = 1
persistent = 0
[State アニメelem5]
type = ChangeAnim
triggerall = AnimElemTime(5) < 0
trigger1 = Anim = 1121 || Anim = 1122
trigger1 = var(24) = 17
trigger2 = Anim = 7121 || Anim = 7122
trigger2 = var(24) = 15
trigger3 = Anim = 17121 || Anim = 17122
trigger3 = var(24) = 13
value = Anim
elem = 5
IgnoreHitPause = 1
persistent = 0
[State アニメelem6]
type = ChangeAnim
triggerall = AnimElemTime(6) < 0
trigger1 = Anim = 1121 || Anim = 1122
trigger1 = var(24) = 21
trigger2 = Anim = 7121 || Anim = 7122
trigger2 = var(24) = 18
trigger3 = Anim = 17121 || Anim = 17122
trigger3 = var(24) = 16
value = Anim
elem = 6
IgnoreHitPause = 1
persistent = 0
[State アニメelem7]
type = ChangeAnim
triggerall = AnimElemTime(7) < 0
trigger1 = Anim = 1121 || Anim = 1122
trigger1 = var(24) = 27
trigger2 = Anim = 7121 || Anim = 7122
trigger2 = var(24) = 22
trigger3 = Anim = 17121 || Anim = 17122
trigger3 = var(24) = 20
value = Anim
elem = 7
IgnoreHitPause = 1
persistent = 0
[State アニメelem8]
type = ChangeAnim
triggerall = AnimElemTime(8) < 0
trigger1 = Anim = 1121 || Anim = 1122
trigger1 = var(24) = 33
trigger2 = Anim = 7121 || Anim = 7122
trigger2 = var(24) = 27
trigger3 = Anim = 17121 || Anim = 17122
trigger3 = var(24) = 25
value = Anim
elem = 8
IgnoreHitPause = 1
persistent = 0
[State アニメelem9]
type = ChangeAnim
triggerall = AnimElemTime(9) < 0
trigger1 = Anim = 1121 || Anim = 1122
trigger1 = var(24) = 41
trigger2 = Anim = 7121 || Anim = 7122
trigger2 = var(24) = 34
trigger3 = Anim = 17121 || Anim = 17122
trigger3 = var(24) = 30
value = Anim
elem = 9
IgnoreHitPause = 1
persistent = 0

[State 減速]
type = VelMul
trigger1 = var(24) >= 10
x = 0.90
IgnoreHitPause = 1

[State 押し判定]
type = PlayerPush
;triggerall = !MoveGuarded
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(6) < 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
value = 0

;エフェクト-----------------------

[State 剣閃エフェクト]
type = Explod
triggerall = AnimElemTime(1) = 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
Anim 			= 1165
PosType 		= p1
Facing 			= ifelse(Anim = 1121 || Anim = 7121 || Anim = 17121,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1165

[State 剣オーラ1]
type = Explod
triggerall = AnimElemTime(4) = 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
Anim 			= 1171
PosType 		= p1
Facing 			= ifelse(Anim = 1121 || Anim = 7121 || Anim = 17121,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1171
[State 剣オーラ2]
type = Explod
triggerall = AnimElemTime(5) = 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
Anim 			= 1172
PosType 		= p1
Facing 			= ifelse(Anim = 1121 || Anim = 7121 || Anim = 17121,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1172
[State 剣オーラ3]
type = Explod
triggerall = AnimElemTime(6) = 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
Anim 			= 1173
PosType 		= p1
Facing 			= ifelse(Anim = 1121 || Anim = 7121 || Anim = 17121,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1173
[State 剣オーラ4]
type = Explod
triggerall = AnimElemTime(7) = 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
Anim 			= 1174
PosType 		= p1
Facing 			= ifelse(Anim = 1121 || Anim = 7121 || Anim = 17121,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1174

[State 消去　剣オーラ1]
type = RemoveExplod
triggerall = AnimElemTime(5) >= 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
ID = 1171
IgnoreHitPause = 1
[State 消去　剣オーラ2]
type = RemoveExplod
triggerall = AnimElemTime(6) >= 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
ID = 1172
IgnoreHitPause = 1
[State 消去　剣オーラ3]
type = RemoveExplod
triggerall = AnimElemTime(7) >= 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
ID = 1173
IgnoreHitPause = 1
[State 消去　剣オーラ4]
type = RemoveExplod
triggerall = AnimElemTime(8) >= 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
ID = 1174
IgnoreHitPause = 1

;エフェクト-----------------------

[State voiceウルマ]
type = PlaySnd
trigger1 = var(24) = 6
value = s113,1
channel = 0
IgnoreHitPause = 1
Persistent = 0

[State 攻撃Ｃウルマ]
type = HitDef
triggerall = !MoveContact && !MoveReversed
triggerall = AnimElem = 2
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
attr 				= S, SA
damage 				= Ceil(fvar(10)*106),Ceil(fvar(10)*11)
animtype 			= Hard
getpower 			= ceil(75*fvar(21)),ceil(75*fvar(21))
givepower 			= 35,35
guardflag 			= M
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,12
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-50) ,-40
ground.type 		= High
air.type 			= Low

pausetime 			= 0,12+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		= 0,12
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 		= 0,-6.0
guard.velocity 			= -3.0
air.velocity 			= 0,-5.7
guard.cornerpush.veloff = -25

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

guard.kill 			= 0
p2facing 			= 1
ID 					= 1121

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

[State seジュイーン2]
type = PlaySnd
trigger1 = MoveHit
value = s2,1
channel = 12
IgnoreHitPause = 1
Persistent = 0


;ヒットスパーク--------------------
[State 必殺　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)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 1121
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+40) ,-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,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

;戻りエフェクト--------------------
[State 戻りエフェクト1]
type = Explod
triggerall = AnimElemTime(6) = 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
Anim 			= 1181
PosType 		= P1
facing 			= ifelse(Anim = 1121 || Anim = 7121 || Anim = 17121,1,-1)
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト2]
type = Explod
triggerall = AnimElemTime(7) = 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
Anim 			= 1182
PosType 		= P1
facing 			= ifelse(Anim = 1121 || Anim = 7121 || Anim = 17121,1,-1)
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト3]
type = Explod
triggerall = AnimElemTime(7) = 1
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
Anim 			= 1183
PosType 		= P1
facing 			= ifelse(Anim = 1121 || Anim = 7121 || Anim = 17121,1,-1)
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト4]
type = Explod
triggerall = AnimElemTime(7) = 2
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
Anim 			= 1184
PosType 		= P1
facing 			= ifelse(Anim = 1121 || Anim = 7121 || Anim = 17121,1,-1)
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;戻りエフェクト--------------------

[State アタックディスト]
type = AttackDist
triggerall = AnimElemTime(3) < 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
value = const(size.attack.dist)
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
triggerall = AnimElemTime(3) >= 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
value = 0
IgnoreHitPause = 1

[State 状態]
type = StateTypeSet
triggerall = AnimElemTime(5) = 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
physics = S
IgnoreHitPause = 1
Persistent = 0

[State 0へ]
type = ChangeState
triggerall = Animtime = 0
trigger1 = Anim = 1121 || Anim = 7121 || Anim = 17121
trigger2 = Anim = 1122 || Anim = 7122 || Anim = 17122
value = 0
ctrl = 1

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

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

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

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

;---------------------------------------------------------------------------
;helper 閏間突進中エフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用
;Var(4)	トランス用フェードアウトスイッチ
;Var(5)	ポスX

[Statedef 1150]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 1150
SprPriority = 2

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

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

[State seびりびり]
type = PlaySnd
trigger1 = time = 0
value = s51,0
channel = 1
IgnoreHitPause = 1
persistent = 0
[State 突進中のseびりびりストップ]
type = StopSnd
trigger1 = Root,StateNo = 1100 && (Root,Anim = 1101 || Root,Anim = 7101 || Root,Anim = 17101)
trigger1 = Root,AnimElemTime(3) = 0
trigger2 = Root,StateNo = 1110 && (Root,Anim = 1111 || Root,Anim = 7111 || Root,Anim = 17111)
trigger2 = Root,AnimElemTime(3) = 0
trigger3 = Root,StateNo = 1120
trigger3 = Root,MoveContact
channel = 1
IgnoreHitPause = 1
Persistent = 0

[State Sフェードアウトスイッチ]
type = VarSet
trigger1 = Root,StateNo = 1100 && (Root,Anim = 1100 || Root,Anim = 7100 || Root,Anim = 17100) && Root,AnimElemTime(6) = 0
trigger2 = Root,StateNo = 1110 && (Root,Anim = 1110 || Root,Anim = 7110 || Root,Anim = 17110) && Root,AnimElemTime(7) = 0
trigger3 = Root,StateNo = 1120 && (Root,Anim = 1120 || Root,Anim = 7120 || Root,Anim = 17120) && Root,AnimElemTime(9) = 0

trigger4 = Root,StateNo = 1100 && (Root,Anim = 1101 || Root,Anim = 7101 || Root,Anim = 17101)
trigger5 = Root,StateNo = 1110 && (Root,Anim = 1111 || Root,Anim = 7111 || Root,Anim = 17111)
trigger6 = Root,StateNo = 1120 && (Root,Anim = 1121 || Root,Anim = 7121 || Root,Anim = 17121)
trigger7 = Root,StateNo = 1120 && (Root,Anim = 1122 || Root,Anim = 7122 || Root,Anim = 17122)
var(4) = 1
IgnoreHitPause = 1
persistent = 0
[State Sフェードアウトスイッチ]
type = VarSet
Trigger1 = Root,StateNo != 1100
Trigger1 = Root,StateNo != 1110
Trigger1 = Root,StateNo != 1120
var(4) = 2
IgnoreHitPause = 1
persistent = 0

[State ポスX]
type = VarSet
trigger1 = time = 0
var(5) = 10
IgnoreHitPause = 1
persistent = 0
[State ポスX]
type = VarSet
trigger1 = var(4) = 1
var(5) = -5
IgnoreHitPause = 1
persistent = 0

[State ポス]
type = PosSet
trigger1 = Root,StateNo = [1100,1120]
x = (Parent,Pos X)+var(5)*root,facing
y = (Parent,Pos Y)-30
IgnoreHitPause = 1

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

[State Sフェードアウト]
type = VarAdd
Trigger1 = var(4) = 1
var(0) = -26
IgnoreHitPause = 1
persistent = 1
[State Sフェードアウト]
type = VarAdd
Trigger1 = var(4) = 2
var(0) = -32
IgnoreHitPause = 1
persistent = 1

[State トランス]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(0),256-floor(var(0)*0.15)

[State デスe]
type = DestroySelf
trigger1 = var(0) < 0

trigger2 = root,StateNo = 3000
trigger3 = root,StateNo = 3100
trigger4 = root,StateNo = 3500
trigger5 = root,StateNo = 3600
trigger6 = root,StateNo = 3700

trigger7 = root,StateNo = 41500
trigger8 = root,StateNo = 41600
trigger9 = root,StateNo = 41800

trigger10= root,StateNo = 42500
trigger11= root,StateNo = 42502
trigger12= root,StateNo = 42600
trigger13= root,StateNo = 42800

trigger14= root,StateNo = 43500
trigger15= root,StateNo = 43800
trigger16= root,StateNo = 44500
trigger17= root,StateNo = 44600
trigger18= root,StateNo = 44800
trigger19= root,StateNo = 46500
trigger20= root,StateNo = 46800

;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;A斯封
;---------------------------------------------------------------------------
[Statedef 1200]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0

[State アニメ]
type = ChangeAnim
Trigger1 = Time = 0
value =ifelse(!var(48),1200,1201)

[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 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

;エフェクト-----------------------
[State 斯封エフェクト1]
type = Explod
trigger1 = AnimElemTime(1) = 0
Anim 			= ifelse(!var(48),1260,1263)
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 = 1260
[State 斯封エフェクト2]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),1270,1273)+ifelse((anim=7200||anim=7201),6000,ifelse((anim=17200||anim=17201),16000,0))
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 = 1270

[State 消去　斯封エフェクト1]
type = RemoveExplod
trigger1 = AnimElemTime(2) >= 0
ID = 1260
IgnoreHitPause = 1

;エフェクト-----------------------

[State voiceコーフ]
type = PlaySnd
trigger1 = time = 0
value = s113,6
channel = 0

[State 無敵　飛び]
type = NotHitBy
trigger1 = AnimElemTime(2) < 0
value = ,AP
time = 1
IgnoreHitPause = 1
persistent = 1
[State 無敵　打]
type = NotHitBy
trigger1 = time <= 1
value2 = ,AA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 飛び道具当身用ヘルパー]
Type = Helper
trigger1 = time = 0
StateNo 		= 1202
ID 				= 1202
name 			= "VS P"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 当身]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = 0

[State 当身エフェクト]
type = Explod
Trigger1 = MoveContact
Anim 			= ifelse(!var(48),1255,1256)
PosType 		= P1
Pos 			= 5,-100
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State seキーン]
type = PlaySnd
Trigger1 = MoveContact
value = s3,1
channel = 1
IgnoreHitPause = 1
persistent = 0

[State se打]
type = PlaySnd
Trigger1 = MoveContact
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

[State パワー]
type = PowerAdd
Trigger1 = MoveContact
value = 200
IgnoreHitPause = 1
persistent = 0

[State 飛び道具反撃へ]
type = ChangeState
trigger1 = NumHelper(1202)
trigger1 = helper(1202),StateNo = 1204
value = 1280
IgnoreHitPause = 1
persistent = 0

[State 反撃へ]
type = ChangeState
trigger1 = MoveContact
value = 1205
IgnoreHitPause = 1
persistent = 0

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

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

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

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

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

;---------------------------------------------------------------------------
;helper A斯封飛び道具当身用
;---------------------------------------------------------------------------

[Statedef 1202]
type 	= S
physics = N
ctrl 	= 0
anim 	= ifelse(root,var(48),1203,1202)

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

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

[State ポス]
type = BindToRoot
trigger1 = root,stateno = 1200

[State 飛び道具のみ当たる]
type = HitBy
trigger1 = 1
value = SCA, AP
time = 1

[State 飛び道具の相殺]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 1204
slot = 0
time = 1
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,movetype = H
trigger3 = root,AnimElemTime(2) >= 0
trigger4 = root,stateno != 1200

;---------------------------------------------------------------------------
;helper A斯封飛び道具当身用(成功)
;---------------------------------------------------------------------------

[Statedef 1204]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0

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

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

[State 当身エフェクト]
type = Explod
Trigger1 = time = 0
Anim 			= ifelse(root,var(48)=0,1255,1256)
Postype 		= P1
Pos 			= 5,-100
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State seキーン]
type = PlaySnd
Trigger1 = time = 0
value = s3,1
channel = 1
IgnoreHitPause = 1
persistent = 0

[State se打]
type = PlaySnd
Trigger1 = time = 0
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

[State パワー]
type = PowerAdd
Trigger1 = time = 0
value = 200
IgnoreHitPause = 1
persistent = 0

[State デス]
type = DestroySelf
trigger1 = root,movetype = H
trigger2 = root,stateno != [1200,1299]
trigger3 = time = 60;保険

;---------------------------------------------------------------------------
;打ち上げ攻撃(A斯封派生)
;---------------------------------------------------------------------------
[Statedef 1205]
type 		= S
movetype 	= A
physics 	= S
anim 		= 1205
ctrl 		= 0
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)

[State 無敵]
type = NotHitBy
trigger1 = var(48) = 0
trigger1 = AnimElemTime(5) < 0
trigger2 = var(48) >= 1
trigger2 = AnimElemTime(6) < 0
value = SCA
time = 1
IgnoreHitPause = 1

[State ポーズ]
type = Pause
trigger1 = time = 0
time = 30
movetime = 30

[State タイマーフリーズ]
type = AssertSpecial
trigger1 = AnimElemTime(2) < 0
flag = timerfreeze

[State ポーズ中停止]
type = PosFreeze
trigger1 = AnimElemTime(2) < 0

;エフェクト-----------------------
[State 消去　斯封エフェクト1]
type = RemoveExplod
trigger1 = time = 0
trigger2 = AnimElemTime(2) = 0
ID = 1260
IgnoreHitPause = 1
[State 消去　斯封エフェクト2]
type = RemoveExplod
trigger1 = time = 0
ID = 1270
IgnoreHitPause = 1

[State 斯封エフェクト1]
type = Explod
trigger1 = time = 0
Anim 			= ifelse(!var(48),1260,1263)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime	 	= 30
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35)>30,var(35),30)
IgnoreHitPause = 1
Persistent = 0
ID = 1260


[State 鞘エフェクト1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 1206+((anim=7205)*6000)+((anim=17205)*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 = 1206
[State 鞘エフェクト2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= 1207+((anim=7205)*6000)+((anim=17205)*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 = 1207

[State A斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = AnimElemTime(6) = 0
ID = 1206

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s113,7+random%2
channel = 0

[State 速度]
type = VelSet
trigger1 = AnimElem = 2
x = 0.5

[State 速度]
type = VelSet
trigger1 = AnimElem = 3
x = 1

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

[State 攻撃Ａコーフ]
type = HitDef
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 			= M
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,3
guardsound 			= s6,2
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 			= 15,15+var(36)
ground.slidetime	= 23	;(省略時0)
ground.hittime 		= 24	;(省略時0)
air.hittime 		= 29	;(省略時20)
guard.pausetime		= 15,15
guard.slidetime 	= 23						;(省略時guard.hittime)
guard.hittime 		= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -1,-20
air.velocity 		= -1,-20
guard.velocity 		= -3
airguard.velocity	= -3,-2;空中ガードできないけど一応

yaccel 				= 0.5
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*55+15)

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

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

;ヒットスパーク--------------------
[State 必殺　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)=1,20300,ifelse(var(51)=2,20400,20400))
ID 				= 1205
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 0へ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;B斯封
;---------------------------------------------------------------------------
[Statedef 1210]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0

[State アニメ]
type = ChangeAnim
Trigger1 = Time = 0
value =ifelse(!var(48),1210,1211)

[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 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

;エフェクト-----------------------
[State 斯封エフェクト1]
type = Explod
trigger1 = AnimElemTime(1) = 0
Anim 			= ifelse(!var(48),1261,1264)
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 = 1261
[State 斯封エフェクト2]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),1271,1274)+ifelse((anim=7210||anim=7211),6000,ifelse((anim=17210||anim=17211),16000,0))
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 = 1271

[State 消去　斯封エフェクト1]
type = RemoveExplod
trigger1 = AnimElemTime(2) >= 0
ID = 1261
IgnoreHitPause = 1

;エフェクト-----------------------

[State voiceコーフ]
type = PlaySnd
trigger1 = time = 0
value = s113,6
channel = 0

[State 無敵　飛び]
type = NotHitBy
trigger1 = AnimElemTime(2) < 0
value = ,AP
time = 1
IgnoreHitPause = 1
persistent = 1
[State 無敵　打]
type = NotHitBy
trigger1 = time <= 1
value2 = ,AA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 飛び道具当身用ヘルパー]
Type = Helper
trigger1 = time = 0
StateNo 		= 1212
ID 				= 1212
name 			= "VS P"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 当身]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = 0

[State 当身エフェクト]
type = Explod
Trigger1 = MoveContact
Anim 			= ifelse(!var(48),1255,1256)
PosType 		= P1
Pos 			= 20,-60
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0
ID = 1255

[State seキーン]
type = PlaySnd
Trigger1 = MoveContact
value = s3,1
channel = 1
IgnoreHitPause = 1
persistent = 0

[State se打]
type = PlaySnd
Trigger1 = MoveContact
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

[State パワー]
type = PowerAdd
Trigger1 = MoveContact
value = 200
IgnoreHitPause = 1
persistent = 0

[State 飛び道具反撃へ]
type = ChangeState
trigger1 = NumHelper(1212)
trigger1 = helper(1212),StateNo = 1214
value = 1280

[State 反撃へ]
type = ChangeState
trigger1 = MoveContact
value = 1215

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

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

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

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

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

;---------------------------------------------------------------------------
;helper B斯封飛び道具当身用
;---------------------------------------------------------------------------

[Statedef 1212]
type 	= S
physics = N
ctrl 	= 0
anim 	= ifelse(root,var(48),1213,1212)

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

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

[State ポス]
type = BindToRoot
trigger1 = root,stateno = 1210

[State 飛び道具のみ当たる]
type = HitBy
trigger1 = 1
value = SCA, AP
time = 1

[State 飛び道具の相殺]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 1214
slot = 0
time = 1
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,movetype = H
trigger3 = root,AnimElemTime(2) >= 0
trigger4 = root,stateno != 1210

;---------------------------------------------------------------------------
;helper B斯封飛び道具当身用(成功)
;---------------------------------------------------------------------------

[Statedef 1214]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0

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

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

[State 当身エフェクト]
type = Explod
Trigger1 = time = 0
Anim 			= ifelse(root,var(48)=0,1255,1256)
Postype 		= P1
Pos 			= 20,-60
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State seキーン]
type = PlaySnd
Trigger1 = time = 0
value = s3,1
channel = 1
IgnoreHitPause = 1
persistent = 0

[State se打]
type = PlaySnd
Trigger1 = time = 0
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

[State パワー]
type = PowerAdd
Trigger1 = time = 0
value = 200
IgnoreHitPause = 1
persistent = 0

[State デス]
type = DestroySelf
trigger1 = root,movetype = H
trigger2 = root,stateno != [1200,1299]
trigger3 = time = 60;保険

;---------------------------------------------------------------------------
;吹き飛ばし攻撃(B斯封派生)
;---------------------------------------------------------------------------
[Statedef 1215]
type 		= S
movetype 	= A
physics 	= S
anim 		= 1215
ctrl 		= 0
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)

[State 無敵]
type = NotHitBy
trigger1 = var(48) = 0
trigger1 = AnimElemTime(4) < 0
trigger2 = var(48) >= 1
trigger2 = AnimElemTime(5) < 0
value = SCA
time = 1
IgnoreHitPause = 1

[State ポーズ]
type = Pause
trigger1 = time = 0
time = 30
movetime = 30

[State タイマーフリーズ]
type = AssertSpecial
trigger1 = AnimElemTime(2) < 0
flag = timerfreeze

[State ポーズ中停止]
type = PosFreeze
trigger1 = AnimElemTime(2) < 0

;エフェクト-----------------------
[State 消去　斯封エフェクト1]
type = RemoveExplod
trigger1 = time = 0
ID = 1261
IgnoreHitPause = 1
[State 消去　斯封エフェクト2]
type = RemoveExplod
trigger1 = time = 0
ID = 1271
IgnoreHitPause = 1

[State 斯封エフェクト1]
type = Explod
trigger1 = time = 0
Anim 			= ifelse(!var(48),1261,1264)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime	 	= 30
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35)>35,var(35),35)
IgnoreHitPause = 1
Persistent = 0
ID = 1261

[State 鞘エフェクト1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 1216+((anim=7215)*6000)+((anim=17215)*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 = 1216
[State 鞘エフェクト2]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= 1217+((anim=7215)*6000)+((anim=17215)*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 = 1217

[State B斯封派生　鞘エフェクト1]
type = removeExplod
trigger1 = AnimElemTime(5) = 0
ID = 1216

;エフェクト-----------------------

[State voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = s113,7+random%2
channel = 0

[State 速度]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 速度]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 速度]
type = VelSet
trigger1 = AnimElem = 4
x = 6

[State 攻撃Ｂコーフ]
type = HitDef
trigger1 = AnimElem = 4
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 			= M
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,3
guardsound 			= s6,2
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 			= 15,15+var(36)
ground.slidetime	= 23	;(省略時0)
ground.hittime 		= 24	;(省略時0)
air.hittime 		= 29	;(省略時20)
guard.pausetime		= 15,15
guard.slidetime 	= 23						;(省略時guard.hittime)
guard.hittime 		= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

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

yaccel 				= 0.44
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*55+15)

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

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

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

[State 相手ロック]
type = TargetState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = NumTarget(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 必殺　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)=1,20300,ifelse(var(51)=2,20400,20400))
ID 				= 1215
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

;---------------------------------------------------------------------------
;C斯封
;---------------------------------------------------------------------------
[Statedef 1220]
type 		= C
movetype 	= A
physics 	= C
ctrl 		= 0

[State アニメ]
type = ChangeAnim
Trigger1 = Time = 0
value =ifelse(!var(48),1220,1221)

[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 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

;エフェクト-----------------------
[State 斯封エフェクト1]
type = Explod
trigger1 = AnimElemTime(1) = 0
Anim 			= ifelse(!var(48),1262,1265)
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 = 1262
[State 斯封エフェクト2]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),1272,1275)+ifelse((anim=7220||anim=7221),6000,ifelse((anim=17220||anim=17221),16000,0))
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 = 1272

[State 消去　斯封エフェクト1]
type = RemoveExplod
trigger1 = AnimElemTime(2) >= 0
ID = 1262
IgnoreHitPause = 1

;エフェクト-----------------------

[State voiceコーフ]
type = PlaySnd
trigger1 = time = 0
value = s113,6
channel = 0

[State 無敵　飛び]
type = NotHitBy
trigger1 = AnimElemTime(2) < 0
value = ,AP
time = 1
IgnoreHitPause = 1
persistent = 1
[State 無敵　打]
type = NotHitBy
trigger1 = time <= 1
value2 = ,AA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 飛び道具当身用ヘルパー]
Type = Helper
trigger1 = time = 0
StateNo 		= 1222
ID 				= 1222
name 			= "VS P"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 当身]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = 0

[State 当身エフェクト]
type = Explod
Trigger1 = MoveContact
Anim 			= ifelse(!var(48),1255,1256)
PosType 		= P1
Pos 			= 20,-20
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State seキーン]
type = PlaySnd
Trigger1 = MoveContact
value = s3,1
channel = 1
IgnoreHitPause = 1
persistent = 0

[State se打]
type = PlaySnd
Trigger1 = MoveContact
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

[State パワー]
type = PowerAdd
Trigger1 = MoveContact
value = 200
IgnoreHitPause = 1
persistent = 0

[State 飛び道具反撃へ]
type = ChangeState
trigger1 = NumHelper(1222)
trigger1 = helper(1222),StateNo = 1224
value = 1285

[State 反撃へ]
type = ChangeState
trigger1 = MoveContact
value = 1225

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

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

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

;---------------------------------------------------------------------------
;helper C斯封飛び道具当身用
;---------------------------------------------------------------------------

[Statedef 1222]
type 	= S
physics = N
ctrl 	= 0
anim 	= ifelse(root,var(48),1223,1222)

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

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

[State ポス]
type = BindToRoot
trigger1 = root,stateno = 1220

[State 飛び道具のみ当たる]
type = HitBy
trigger1 = 1
value = SCA, AP
time = 1

[State 飛び道具の相殺]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 1224
slot = 0
time = 1
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,movetype = H
trigger3 = root,AnimElemTime(2) >= 0
trigger4 = root,stateno != 1220

;---------------------------------------------------------------------------
;helper C斯封飛び道具当身用(成功)
;---------------------------------------------------------------------------

[Statedef 1224]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0

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

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

[State 当身エフェクト]
type = Explod
Trigger1 = time = 0
Anim 			= ifelse(root,var(48)=0,1255,1256)
Postype 		= P1
Pos 			= 20,-20
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State seキーン]
type = PlaySnd
Trigger1 = time = 0
value = s3,1
channel = 1
IgnoreHitPause = 1
persistent = 0

[State se打]
type = PlaySnd
Trigger1 = time = 0
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

[State パワー]
type = PowerAdd
Trigger1 = time = 0
value = 200
IgnoreHitPause = 1
persistent = 0

[State デス]
type = DestroySelf
trigger1 = root,movetype = H
trigger2 = root,stateno != [1200,1299]
trigger3 = time = 60;保険

;---------------------------------------------------------------------------
;1E(C斯封派生)
;---------------------------------------------------------------------------
[Statedef 1225]
type 		= C
movetype 	= A
physics 	= C
anim 		= 1225
ctrl 		= 0
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)

[State 無敵]
type = NotHitBy
trigger1 = var(48) = 0
trigger1 = AnimElemTime(5) < 0
trigger2 = var(48) >= 1
trigger2 = AnimElemTime(6) < 0
value = SCA
time = 1
IgnoreHitPause = 1

[State ポーズ]
type = Pause
trigger1 = time = 0
time = 30
movetime = 30

[State タイマーフリーズ]
type = AssertSpecial
trigger1 = AnimElemTime(2) < 0
flag = timerfreeze

[State ポーズ中停止]
type = PosFreeze
trigger1 = AnimElemTime(2) < 0

;エフェクト-----------------------
[State 消去　斯封エフェクト1]
type = RemoveExplod
trigger1 = time = 0
ID = 1262
IgnoreHitPause = 1
[State 消去　斯封エフェクト2]
type = RemoveExplod
trigger1 = time = 0
ID = 1272
IgnoreHitPause = 1

[State 斯封エフェクト1]
type = Explod
trigger1 = time = 0
Anim 			= ifelse(!var(48),1262,1265)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime	 	= 30
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35)>35,var(35),35)
IgnoreHitPause = 1
Persistent = 0
ID = 1262

[State 鞘エフェクト]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= 1226+((anim=7225)*6000)+((anim=17225)*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 = 1226
[State 鞘エフェクト]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= 1227+((anim=7225)*6000)+((anim=17225)*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 = 1227

[State C斯封派生　鞘エフェクト2]
type = removeExplod
trigger1 = AnimElemTime(6) = 0
ID = 1226

;エフェクト-----------------------

[State 速度]
type = VelSet
trigger1 = AnimElem = 4
x = 3

[State voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = s113,7+random%2
channel = 0

[State 攻撃Ｃコーフ]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = !MoveContact
attr 				= C, 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 			= LA
hitflag 			= MAF
priority 			= 2,Hit
hitsound 			= s5,2
guardsound 			= s6,2
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-45) ,floor(p2dist y/2-7)
ground.type 		= Low
air.type 			= Low

pausetime 			= 15,15+var(36)
ground.slidetime	= 23	;(省略時0)
ground.hittime 		= 24	;(省略時0)
air.hittime 		= 29	;(省略時20)
guard.pausetime		= 15,15
guard.slidetime 	= 23						;(省略時guard.hittime)
guard.hittime 		= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -1.6,-3.5
air.velocity 		= -1.6,-3.5
yaccel 				= 0.44
fall 				= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*55+15)

guard.kill 			= 0

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

;ヒットスパーク--------------------
[State 必殺　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)=1,20300,ifelse(var(51)=2,20400,20400))
ID 				= 1225
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 0へ]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;j_A斯封
;---------------------------------------------------------------------------
[Statedef 1230]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0

[State アニメ]
type = ChangeAnim
Trigger1 = Time = 0
value =ifelse(!var(48),1230,1231)

[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 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

;エフェクト-----------------------

[State 斯封エフェクト1]
type = Explod
trigger1 = AnimElemTime(1) = 0
Anim 			= ifelse(!var(48),1266,1268)
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 = 1266
[State 斯封エフェクト2]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),1276,1278)+ifelse((anim=7230||anim=7231),6000,ifelse((anim=17230||anim=17231),16000,0))
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 = 1276

[State 消去　剣閃エフェク1]
type = RemoveExplod
trigger1 = AnimElemTime(2) >= 0
ID = 1266
IgnoreHitPause = 1

;エフェクト-----------------------

[State voiceコーフ]
type = PlaySnd
trigger1 = time = 0
value = s113,6
channel = 0

[State 無敵　飛び]
type = NotHitBy
trigger1 = AnimElemTime(2) < 0
value = ,AP
time = 1
IgnoreHitPause = 1
persistent = 1
[State 無敵　打]
type = NotHitBy
trigger1 = time <= 1
value2 = ,AA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 飛び道具当身用ヘルパー]
Type = Helper
trigger1 = time = 0
StateNo 		= 1232
ID 				= 1232
name 			= "VS P"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 当身]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = 0

[State 当身エフェクト]
type = Explod
Trigger1 = MoveContact
Anim 			= ifelse(!var(48),1255,1256)
PosType 		= P1
Pos 			= 5,-100
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State seキーン]
type = PlaySnd
Trigger1 = MoveContact
value = s3,1
channel = 1
IgnoreHitPause = 1
persistent = 0

[State se打]
type = PlaySnd
Trigger1 = MoveContact
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

[State パワー]
type = PowerAdd
Trigger1 = MoveContact
value = 200
IgnoreHitPause = 1
persistent = 0

[State 反撃へ]
type = ChangeState
trigger1 = MoveContact
trigger2 = NumHelper(1232)
trigger2 = helper(1232),StateNo = 1234
value = 1235

[State コントロル]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1

;[State 重力]
;type = Gravity
;trigger1 = 1

[State 重力]
type = VelAdd
trigger1 = 1
y = const(movement.yaccel)

[State 着地or落下]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = Ifelse(ctrl,52,1250)
;value = 1250

;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_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper 空中A斯封飛び道具当身用
;---------------------------------------------------------------------------

[Statedef 1232]
type 		= A
physics 	= N
ctrl 		= 0
anim 		= ifelse(root,var(48),1232,1233)

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

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

[State ポス]
type = BindToRoot
trigger1 = root,stateno = 1230

[State 飛び道具のみ当たる]
type = HitBy
trigger1 = 1
value = SCA, AP
time = 1

[State 飛び道具の相殺]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 1234
slot = 0
time = 1
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,movetype = H
trigger3 = root,AnimElemTime(2) >= 0
trigger4 = root,stateno != [1230,1239]

;---------------------------------------------------------------------------
;helper 空中A斯封飛び道具当身用(成功)
;---------------------------------------------------------------------------

[Statedef 1234]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0

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

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

[State 当身エフェクト]
type = Explod
Trigger1 = time = 0
Anim 			= ifelse(root,var(48)=0,1255,1256)
PosType 		= P1
Pos 			= 15,-100
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State seキーン]
type = PlaySnd
Trigger1 = time = 0
value = s3,1
channel = 1
IgnoreHitPause = 1
persistent = 0

[State se打]
type = PlaySnd
Trigger1 = time = 0
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

[State パワー]
type = PowerAdd
Trigger1 = time = 0
value = 200
IgnoreHitPause = 1
persistent = 0

[State デス]
type = DestroySelf
trigger1 = root,movetype = H
trigger2 = root,stateno != [1200,1299]
trigger3 = time = 35;保険

;---------------------------------------------------------------------------
;j_E攻撃(j_AB斯封派生)
;---------------------------------------------------------------------------
[Statedef 1235]
type 		= A
movetype 	= A
physics 	= N
anim 		= 1235
ctrl 		= 0
poweradd 	= ceil(20*fvar(21))

[State アニメB]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = PrevStateNo = 1240
value =1245

[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 = var(48) = 0
trigger1 = AnimElemTime(6) < 0
trigger2 = var(48) >= 1
trigger2 = AnimElemTime(7) < 0
value = SCA
time = 1
IgnoreHitPause = 1

[State ポーズ]
type = Pause
trigger1 = time = 0
time = 30
movetime = 30

[State タイマーフリーズ]
type = AssertSpecial
trigger1 = AnimElemTime(2) < 0
flag = timerfreeze

[State ポーズ中停止]
type = PosFreeze
trigger1 = AnimElemTime(2) < 0

[State ポスY限界]
type = PosSet
trigger1 = AnimElemTime(7) < 0
trigger1 = Pos Y >= -10
y = -10

[State 速度]
type = VelSet
trigger1 = time = 0
x = vel X*0.1
y = 0

;エフェクト-----------------------
[State 消去　斯封エフェクト1]
type = RemoveExplod
trigger1 = time = 0
trigger2 = AnimElemTime(2) = 0
ID = 1266
IgnoreHitPause = 1
[State 消去　斯封エフェクト2]
type = RemoveExplod
trigger1 = time = 0
ID = 1276
IgnoreHitPause = 1

[State 消去　鞘エフェクト1]
type = RemoveExplod
trigger1 = time = 0
trigger2 = AnimElemTime(2) = 0
ID = 1267
IgnoreHitPause = 1
[State 消去　鞘エフェクト2]
type = RemoveExplod
trigger1 = time = 0
ID = 1277
IgnoreHitPause = 1

[State A斯封エフェクト1]
type = Explod
trigger1 = time = 0
trigger1 = PrevStateNo = 1230
Anim 			= ifelse(!var(48),1266,1268)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime	 	= 30
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35)>35,var(35),35)
IgnoreHitPause = 1
Persistent = 0
ID = 1266
[State B斯封エフェクト1]
type = Explod
trigger1 = time = 0
trigger1 = PrevStateNo = 1240
Anim 			= ifelse(!var(48),1267,1269)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime	 	= 30
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35)>35,var(35),35)
IgnoreHitPause = 1
Persistent = 0
ID = 1267

[State 鞘エフェクト1]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= 1236+ifelse((anim=7235||anim=7245),6000,ifelse((anim=17235||anim=17245),16000,0))
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 = 1236
[State 鞘エフェクト2]
type = Explod
trigger1 = AnimElemTime(7) = 1
Anim 			= 1237+ifelse((anim=7235||anim=7245),6000,ifelse((anim=17235||anim=17245),16000,0))
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 = 1237

[State 消去　鞘エフェクト1]
type = RemoveExplod
trigger1 = AnimElemTime(7) >= 1
ID = 1236
IgnoreHitPause = 1

;エフェクト-----------------------

[State voice落ちろ!]
type = PlaySnd
trigger1 = AnimElem = 5
value = s112,9
channel = 0

[State 攻撃空ＡＢコーフ]
type = HitDef
trigger1 = AnimElem = 6
attr 				= A, 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 			= 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
air.type 			= High

pausetime 			= 15,15+var(36)
ground.slidetime	= 23	;(省略時0)
ground.hittime 		= 24	;(省略時0)
air.hittime 		= 29	;(省略時20)
guard.pausetime		= 15,15
guard.slidetime 	= 23						;(省略時guard.hittime)
guard.hittime 		= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -3
air.velocity 		= -1.5,7.5
airguard.velocity 	= -1.5,-2.5

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 0

guard.kill 			= 0
ID 					= 1235

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

[State 相手ロック]
type = TargetState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = NumTarget(1235)
triggerall = !Target(1235),IsHelper
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 1236
ID = 1235
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク--------------------
[State 必殺　打スパーク]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget
trigger1 = target,time=0 && (target,stateno = 1236)
StateNo 		= ifelse(var(51)=1,20300,ifelse(var(51)=2,20400,20400))
ID 				= 1235
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 状態]
;type = StateTypeSet
;trigger1 = AnimElem = 5
;physics = A

;[State 状態]
;type = Gravity
;trigger1 = AnimElemTime(5) >= 0

[State 重力]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = const(movement.yaccel)

[State コントロール]
type = CtrlSet
trigger1 = AnimElem = 13;9
value = 1

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

[State 着地or落下]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = Ifelse(ctrl,52,1250)


;---------------------------------------------------------------------------
;空中斯封喰らった相手
;---------------------------------------------------------------------------
[Statedef 1236]
type = A
movetype = H
physics = N
VelSet = 0,0
ctrl = 0

[State 50, 2]
type = ChangeAnim
trigger1 = !HitShakeOver
value = 5030
persistent = 1

[State 50, 2]
type = ChangeAnim
trigger1 = HitShakeOver
value = 5050
persistent = 0

[State 50, 2]
type = VelSet
trigger1 = HitShakeOver
x = -0.25
y = 12
persistent = 0

[State 50, 2]
type = VelAdd
trigger1 = HitShakeOver
y = 0.44
persistent = 1

[State 5101, 6] ;Hit ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 1237

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 1237]
type    = L
movetype= H
physics = N

[State 5120, 3]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 0

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

[State 405]
type = EnvShake
trigger1 = time = 0
time = 8
freq = 90
ampl = -6
phase = 90

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelSet
trigger1 = Time = 0
x = 0

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 1238

;---------------------------------------------------------------------------
;斯封喰らった相手(跳ね返り)
;---------------------------------------------------------------------------
[Statedef 1238]
type = A
movetype = H
physics = N
VelSet = 0,0
ctrl = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 5160

[State 50, 2]
type = VelSet
trigger1 = Time = 5
x = -1
y = -7

[State 50, 2]
type = Veladd
trigger1 = time >= 5
y = 0.44

[State 5050, 4]
type = selfstate
triggerall = time >= 5
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
;triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = Command = "a"
trigger3 = Command = "b"
trigger4 = Command = "c"
trigger5 = Command = "x"
trigger6 = Command = "y"
trigger7 = Command = "z"
trigger8 = Command = "start"
value = 5200

[State 5050, 5]
type = selfstate
triggerall = time >= 5
triggerall = Vel Y > 1
triggerall = alive
;triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = Command = "a"
trigger3 = Command = "b"
trigger4 = Command = "c"
trigger5 = Command = "x"
trigger6 = Command = "y"
trigger7 = Command = "z"
trigger8 = Command = "start"
value = 5210
[State 5101, 6] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5110

;---------------------------------------------------------------------------
;j_B斯封
;---------------------------------------------------------------------------
[Statedef 1240]
type 		= A
movetype 	= A
physics 	= N
ctrl 		= 0

[State アニメ]
type = ChangeAnim
Trigger1 = Time = 0
value =ifelse(!var(48),1240,1241)

[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 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

;エフェクト-----------------------
[State 斯封エフェクト1]
type = Explod
trigger1 = AnimElemTime(1) = 0
Anim 			= ifelse(!var(48),1267,1269)
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 = 1267
[State 斯封エフェクト2]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= ifelse(!var(48),1277,1279)+ifelse((anim=7240||anim=7241),6000,ifelse((anim=17240||anim=17241),16000,0))
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 = 1277

[State 消去　斯封エフェクト1]
type = RemoveExplod
trigger1 = AnimElemTime(2) >= 0
ID = 1267
IgnoreHitPause = 1

;エフェクト-----------------------

[State voiceコーフ]
type = PlaySnd
trigger1 = time = 0
value = s113,6
channel = 0

[State 無敵　飛び]
type = NotHitBy
trigger1 = AnimElemTime(2) < 0
value = ,AP
time = 1
IgnoreHitPause = 1
persistent = 1
[State 無敵　打]
type = NotHitBy
trigger1 = time <= 1
value2 = ,AA
time = 1
IgnoreHitPause = 1
persistent = 1

[State 飛び道具当身用ヘルパー]
Type = Helper
trigger1 = time = 0
StateNo 		= 1242
ID 				= 1242
name 			= "VS P"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 当身]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = 0

[State 当身エフェクト]
type = Explod
Trigger1 = MoveContact
Anim 			= ifelse(!var(48),1255,1256)
PosType 		= P1
Pos 			= 15,-50
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State seキーン]
type = PlaySnd
Trigger1 = MoveContact
value = s3,1
channel = 1
IgnoreHitPause = 1
persistent = 0

[State se打]
type = PlaySnd
Trigger1 = MoveContact
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

[State パワー]
type = PowerAdd
Trigger1 = MoveContact
value = 200
IgnoreHitPause = 1
persistent = 0

[State 反撃へ]
type = ChangeState
trigger1 = MoveContact
trigger2 = NumHelper(1242)
trigger2 = helper(1242),StateNo = 1244
value = 1235

[State コントロル]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1

;[State 重力]
;type = gravity
;trigger1 = 1

[State 重力]
type = VelAdd
trigger1 = 1
y = const(movement.yaccel)

[State 着地or落下]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = Ifelse(ctrl,52,1250)

;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_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper 空中B斯封飛び道具当身用
;---------------------------------------------------------------------------

[Statedef 1242]
type 		= A
physics 	= N
ctrl 		= 0
anim 		= ifelse(root,var(48),1242,1243)

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

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

[State ポス]
type = BindToRoot
trigger1 = root,stateno = 1240

[State 飛び道具のみ当たる]
type = HitBy
trigger1 = 1
value = SCA, AP
time = 1

[State 飛び道具の相殺]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 1244
slot = 0
time = 1
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,movetype = H
trigger3 = root,AnimElemTime(2) >= 0
trigger4 = root,stateno != [1230,1249]

;---------------------------------------------------------------------------
;helper 空中斯封飛び道具当身用(成功)
;---------------------------------------------------------------------------

[Statedef 1244]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0

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

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

[State 当身エフェクト]
type = Explod
Trigger1 = time = 0
Anim 			= ifelse(root,var(48)=0,1255,1256)
PosType 		= P1
Pos 			= 15,-50
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State seキーン]
type = PlaySnd
Trigger1 = time = 0
value = s3,1
channel = 1
IgnoreHitPause = 1
persistent = 0

[State se打]
type = PlaySnd
Trigger1 = time = 0
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

[State パワー]
type = PowerAdd
Trigger1 = time = 0
value = 200
IgnoreHitPause = 1
persistent = 0

[State デス]
type = DestroySelf
trigger1 = root,movetype = H
trigger2 = root,stateno != [1200,1299]
trigger3 = time = 35;保険

;---------------------------------------------------------------------------
;j 斯封着地硬直
;---------------------------------------------------------------------------
[Statedef 1250]
type 		= S
physics 	= S
anim 		= 1250
Facep2 		= 1
ctrl 		= 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = command = "holddown"
value = 1251

[State 状態]
type = StateTypeSet
trigger1 = anim = 1251
statetype = C
physics = C

[State se靴音]
type = PlaySnd
Trigger1 = Time = 0
value = s0,2
channel = 4

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

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

[State コントロール]
type = CtrlSet
trigger1 = var(47) = 0 && time >= 9
trigger2 = var(47) && var(58) != 3 && time >= 7
trigger3 = var(47) && var(58)  = 3 && time >= 5
value = 1

[State 11へ]
type = ChangeState
trigger1 = ctrl
trigger1 = anim = 1251
value = 11
ctrl = 1

[State 0へ]
type = ChangeState
trigger1 = anim = 1250
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

;---------------------------------------------------------------------------
;対飛び道具用AB斯封
;---------------------------------------------------------------------------
[Statedef 1280]
type 		= S
movetype 	= A
physics 	= S
VelSet 		= 0,0
ctrl 		= 0

[State 無敵]
type = NotHitBy
trigger1 = var(48) >= 1
trigger1 = AnimElemTime(7) < 0
value = SCA, AA, AP, AT
time = 1
IgnoreHitPause = 1

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(PrevStateNo = 1200,1280,1281)
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)

[State ポーズ]
type = Pause
trigger1 = time = 0
time = 30
movetime = 30

[State タイマーフリーズ]
type = AssertSpecial
trigger1 = AnimElemTime(2) < 0
flag = timerfreeze

[State ポーズ中停止]
type = PosFreeze
trigger1 = AnimElemTime(2) < 0

;エフェクト-----------------------
[State A斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
trigger2 = AnimElemTime(2) = 0
ID = 1260
[State A斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1270
[State B斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
trigger2 = AnimElemTime(2) = 0
ID = 1261
[State B斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1271

[State A斯封エフェクト1]
type = Explod
trigger1 = time = 0
trigger1 = PrevStateNo = 1200
Anim 			= ifelse(!var(48),1260,1263)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime	 	= 30
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35)>35,var(35),35)
IgnoreHitPause = 1
Persistent = 0
ID = 1260
[State B斯封エフェクト1]
type = Explod
trigger1 = time = 0
trigger1 = PrevStateNo = 1210
Anim 			= ifelse(!var(48),1261,1264)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime	 	= 30
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35)>35,var(35),35)
IgnoreHitPause = 1
Persistent = 0
ID = 1261

[State 剣オーラ]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= ifelse(var(48)=0,1291,1293)+ifelse((anim=7280||anim=7281),6000,ifelse((anim=17280||anim=17281),16000,0))
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 = 1291

[State 戻りエフェクト2]
type = Explod
trigger1 = AnimElemTime(9) = 0
Anim 			= ifelse(var(48)=0,1482,1484)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1482
;エフェクト-----------------------

[State 飛び道具]
Type = Helper
trigger1 = AnimElemTime(6) = 1
StateNo 		= 1440
ID 				= 1280
name 			= "Efect"
PosType 		= P1
Pos 			= 45,-60
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State seジュイーン1]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s2,0
channel = 12

[State voiceハッ]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s112,3+random%3
channel = 0

;びりびりエフェ-------------------

[State スパーク5]
Type = Helper
Trigger1 = AnimElemTime(4) = 1
StateNo 		= 1470
ID 				= 1475
name 			= "spark5"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク6]
Type = Helper
Trigger1 = AnimElemTime(6) = 4
StateNo 		= 1470
ID 				= 1476
name 			= "spark6"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク7]
Type = Helper
Trigger1 = AnimElemTime(7) = 1
StateNo 		= 1470
ID 				= 1477
name 			= "spark7"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;びりびりエフェ-------------------

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

;---------------------------------------------------------------------------
;対飛び道具用C斯封
;---------------------------------------------------------------------------
[Statedef 1285]
type 		= C
movetype 	= A
physics 	= C
VelSet 		= 0,0
anim 		= 1285
ctrl 		= 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)

[State 無敵]
type = NotHitBy
trigger1 = var(48) >= 1
trigger1 = AnimElemTime(7) < 0
value = SCA, AA, AP, AT
time = 1
IgnoreHitPause = 1

[State ポーズ]
type = Pause
trigger1 = time = 0
time = 30
movetime = 30

[State タイマーフリーズ]
type = AssertSpecial
trigger1 = AnimElemTime(2) < 0
flag = timerfreeze

[State ポーズ中停止]
type = PosFreeze
trigger1 = AnimElemTime(2) < 0

;エフェクト-----------------------

[State C斯封　斯封エフェクト1]
type = removeExplod
trigger1 = time = 0
trigger2 = AnimElemTime(2) = 0
ID = 1262
[State C斯封　斯封エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 1272

[State 斯封エフェクト1]
type = Explod
trigger1 = time = 0
Anim 			= ifelse(!var(48),1262,1265)
PosType 		= p1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveTime	 	= 30
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35)>35,var(35),35)
IgnoreHitPause = 1
Persistent = 0
ID = 1262


[State 剣オーラ]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= ifelse(var(48)=0,1292,1294)+ifelse((anim=7285||anim=7286),6000,ifelse((anim=17285||anim=17286),16000,0))
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 = 1292

[State 戻りエフェクト2]
type = Explod
trigger1 = AnimElemTime(9) = 0
Anim 			= ifelse(var(48)=0,1481,1483)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1481
;エフェクト-----------------------

[State 飛び道具]
Type = Helper
trigger1 = AnimElemTime(6) = 1
StateNo 		= 1440
ID 				= 1285
name 			= "Efect"
PosType 		= P1
Pos 			= 45,-60
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State seジュイーン]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s2,0
channel = 12

[State voiceせい]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s112,3+random%3
channel = 0

;びりびりエフェ-------------------

[State スパーク1]
Type = Helper
Trigger1 = AnimElemTime(4) = 1
StateNo 		= 1470
ID 				= 1471
name 			= "spark1"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク2]
Type = Helper
Trigger1 = AnimElemTime(6) = 1
StateNo 		= 1470
ID 				= 1472
name 			= "spark2"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク3]
Type = Helper
Trigger1 = AnimElemTime(6) = 5
StateNo 		= 1470
ID 				= 1473
name 			= "spark3"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;びりびりエフェ-------------------

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

;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;A天鎖
;---------------------------------------------------------------------------
[Statedef 1300]
type 		= A
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 1300
ctrl 		= 0
PowerAdd 	= ceil(25*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 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = ,AT
time = 1

;エフェクト-----------------------

[State 剣閃エフェ]
Type = Helper
trigger1 = time = 0
StateNo 		= 1360
ID 				= 1360
name 			= "Efect"
PosType 		= P1
;PauseMoveTime 	= ifelse(var(35),var(35),0)
PauseMoveTime 	= 999999999999999
SuperMoveTime 	= 999999999999999
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラelem1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= 1351
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 = 1351
[State 剣オーラelem2]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 1352
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 = 1352
[State 剣オーラelem3]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= 1353
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 = 1353
[State 剣オーラelem4]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= 1354
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 = 1354

[State 消去　剣オーラelem1]
type = removeExplod
trigger1 = AnimElemTime(3) = 0
ID = 1351
[State 消去　剣オーラelem2]
type = removeExplod
trigger1 = AnimElemTime(4) = 0
ID = 1352
[State 消去　剣オーラelem3]
type = removeExplod
trigger1 = AnimElemTime(5) = 0
ID = 1353
[State 消去　剣オーラelem4]
type = removeExplod
trigger1 = AnimElemTime(6) = 0
ID = 1354

;エフェクト-----------------------

[State 重力]
type = VelAdd
trigger1 = AnimElemTime(6) >= 1
y = const(movement.yaccel)

[State seジュイーン2]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s2,1
channel = 12

[State voiceテンザ]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s113,4
channel = 0

[State 攻撃Ａテンザ]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr 				= A, SA
damage 				= Ceil(fvar(10)*76),Ceil(fvar(10)*10)
animtype 			= Hard
getpower 			= ceil(75*fvar(21)),ceil(75*fvar(21))
givepower 			= 70,70
guardflag 			= HA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,12
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2+ifelse(p2dist X>0,-55,0)) ,floor(p2dist y/2-45)
ground.type 		= High

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

ground.velocity 	= ifelse(P2Dist X > 0,-3.8,3),10
air.velocity 		= ifelse(P2Dist X > 0,-4.0,3),15
airguard.velocity 	= ifelse(P2Dist X > 0,-1.2,1.0),-1.0

yaccel 				= 0.44
fall 				= 1
fall.recover 		= 0
fall.recovertime	= Ceil(fvar(20)*56+15)
fall.yvelocity 		= -4.0

guard.kill 			= 0

PalFX.Time 			= ifelse(var(36),var(36)+10,0)
PalFX.Mul 			= 150, 150, 150

envshake.time 		= 3
envshake.freq 		= 45
envshake.ampl 		= -4
envshake.phase 		= 0
fall.envshake.time 	= 8
fall.envshake.freq 	= 90
fall.envshake.ampl 	= -6
fall.envshake.phase = 90

;ヒットスパーク--------------------
[State 必殺　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)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 1300
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+ifelse(p2dist X>0,45,-45)) ,floor(p2dist y/2-45)
;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 コントロール]
type = CtrlSet
trigger1 = AnimElemTime(8) >= 0;time = 32
value = 1

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

[State 着地or落下]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = Ifelse(ctrl,52,1330)
;value = 1330

;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_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;B天鎖
;---------------------------------------------------------------------------
[Statedef 1310]
type 		= A
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 1310
ctrl 		= 0
PowerAdd 	= ceil(25*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 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = ,AT
time = 1

;エフェクト-----------------------

[State 剣閃エフェ]
Type = Helper
trigger1 = time = 0
StateNo 		= 1360
ID 				= 1360
name 			= "Efect"
PosType 		= P1
;PauseMoveTime 	= ifelse(var(35),var(35),0)
PauseMoveTime 	= 999999999999999
SuperMoveTime 	= 999999999999999
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラelem1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= 1351
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 = 1351
[State 剣オーラelem2]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 1352
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 = 1352
[State 剣オーラelem3]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= 1353
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 = 1353
[State 剣オーラelem4]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= 1354
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 = 1354

[State 消去　剣オーラelem1]
type = removeExplod
trigger1 = AnimElemTime(3) = 0
ID = 1351
[State 消去　剣オーラelem2]
type = removeExplod
trigger1 = AnimElemTime(4) = 0
ID = 1352
[State 消去　剣オーラelem3]
type = removeExplod
trigger1 = AnimElemTime(5) = 0
ID = 1353
[State 消去　剣オーラelem4]
type = removeExplod
trigger1 = AnimElemTime(6) = 0
ID = 1354

;エフェクト-----------------------

[State 速度]
type = VelSet
trigger1 = time = 0
x = 0.8
y = -1.5

[State 重力]
type = VelAdd
trigger1 = AnimElemTime(6) >= 1
y = const(movement.yaccel)

[State seジュイーン2]
type = PlaySnd
trigger1 = AnimElem = 4
value = s2,1
channel = 12

[State voiceテンザ]
type = PlaySnd
trigger1 = AnimElem = 4
value = s113,4
channel = 0

[State Ｂテンザ1Hit目]
type = HitDef
trigger1 = AnimElem = 4
attr 				= A, SA
damage 				= Ceil(fvar(10)*19),Ceil(fvar(10)*2)
animtype 			= Hard
getpower 			= ceil(25*fvar(21)),ceil(25*fvar(21))
givepower 			= 10,10
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,12
guardsound 			= s6,0
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2+ifelse(p2dist X>0,-55,45)) ,floor(p2dist y/2-65)
ground.type 		= High

pausetime 			= 5,5+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 	= ifelse(P2Dist X > 0,-3.8,3),0
air.velocity 		= ifelse(P2Dist X > 0,-3.6,3),10
airguard.velocity 	= ifelse(P2Dist X > 0,-1.2,1.0),-2.0

yaccel 				= 0.44
fall 				= 0
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*22+8)

guard.kill 			= 0
ID 					= 1311

PalFX.Time 			= var(36)
PalFX.Mul 			= 150, 150, 150

envshake.time 		= 3
envshake.freq 		= 45
envshake.ampl 		= -3
envshake.phase 		= 0

[State Ｂテンザ2Hit目]
type = HitDef
trigger1 = AnimElem = 5
attr 				= A, SA
damage 				= Ceil(fvar(10)*76),Ceil(fvar(10)*10)
animtype 			= Hard
getpower 			= ceil(50*fvar(21)),ceil(50*fvar(21))
givepower 			= 40,40
guardflag 			= HA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,15
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2+ifelse(p2dist X>0,-35,10)) ,floor(p2dist y/2-40)
ground.type 		= High

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

ground.velocity 	= ifelse(P2Dist X > 0,-3.8,3),10
air.velocity 		= ifelse(P2Dist X > 0,-4.0,3),15
airguard.velocity 	= ifelse(P2Dist X > 0,-1.2,1.0),-1.0

yaccel 				= 0.44
fall 				= 1
fall.recover 		= 0
fall.recovertime 	= Ceil(fvar(20)*56+15)
fall.yvelocity 		= -4.0

guard.kill 			= 0
ID 					= 1312

PalFX.Time 			= ifelse(var(36),var(36)+10,0)
PalFX.Mul 			= 150, 150, 150

envshake.time 		= 3
envshake.freq 		= 45
envshake.ampl 		= -4
envshake.phase 		= 0
fall.envshake.time 	= 8
fall.envshake.freq 	= 90
fall.envshake.ampl 	= -6
fall.envshake.phase = 90

;ヒットスパーク--------------------
[State 必殺　斬スパーク1]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget(1311)
trigger1 = target(1311),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(var(51)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 1311
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+ifelse(p2dist X>0,55,-55)) ,floor(p2dist y/2-55)
;Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State 必殺　斬スパーク2]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget(1312)
trigger1 = target(1312),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(var(51)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 1312
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+ifelse(p2dist X>0,35,-35)) ,floor(p2dist y/2-35)
;Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State ガードスパーク1]
Type = Helper
trigger1 = MoveGuarded
trigger1 = time = [8,10]
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 5,-40
Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State ガードスパーク2]
Type = Helper
trigger1 = MoveGuarded
trigger1 = time = [11,15]
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 5,-40
Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0
;ヒットスパーク--------------------

[State コントロール]
type = CtrlSet
trigger1 = AnimElemTime(8) = 0;time = 35
value = 1

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

[State 着地or落下]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = Ifelse(ctrl,52,1330)
;value = 1330

;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_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;C天鎖
;---------------------------------------------------------------------------
[Statedef 1320]
type 		= A
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 1320
ctrl 		= 0
PowerAdd 	= ceil(25*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 投げ無敵]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = ,AT
time = 1

;エフェクト-----------------------

[State 剣閃エフェ]
Type = Helper
trigger1 = time = 0
StateNo 		= 1360
ID 				= 1360
name 			= "Efect"
PosType 		= P1
;PauseMoveTime 	= ifelse(var(35),var(35),0)
PauseMoveTime 	= 999999999999999
SuperMoveTime 	= 999999999999999
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラelem1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= 1351
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 = 1351
[State 剣オーラelem2]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 1352
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 = 1352
[State 剣オーラelem3]
type = Explod
trigger1 = AnimElemTime(4) = 0
Anim 			= 1353
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 = 1353
[State 剣オーラelem4]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= 1354
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 = 1354

[State 消去　剣オーラelem1]
type = removeExplod
trigger1 = AnimElemTime(3) = 0
ID = 1351
[State 消去　剣オーラelem2]
type = removeExplod
trigger1 = AnimElemTime(4) = 0
ID = 1352
[State 消去　剣オーラelem3]
type = removeExplod
trigger1 = AnimElemTime(5) = 0
ID = 1353
[State 消去　剣オーラelem4]
type = removeExplod
trigger1 = AnimElemTime(6) = 0
ID = 1354

;エフェクト-----------------------

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

[State 重力]
type = VelAdd
trigger1 = AnimElemTime(6) >= 1
y = const(movement.yaccel)

[State seジュイーン2]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s2,1
channel = 12

[State voiceテンザ]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s113,4
channel = 0

[State Ｃテンザ1Hit目]
type = HitDef
trigger1 = AnimElem = 4
attr 				= A, SA
damage 				= Ceil(fvar(10)*19),Ceil(fvar(10)*2)
animtype 			= Hard
getpower 			= ceil(25*fvar(21)),ceil(25*fvar(21))
givepower 			= 10,10
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,12
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,0,-1)
sparkxy 			= floor(p2dist x/2+ifelse(p2dist X>0,-55,45)) ,floor(p2dist y/2-65)
ground.type 		= High

pausetime 			= 5,4+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		= 4,4
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 	= ifelse(P2Dist X > 0,-2.5,2.3),0;-2.4
air.velocity 		= ifelse(P2Dist X > 0,-2.5,2.3),10
airguard.velocity 	= ifelse(P2Dist X > 0,-1.2,1.0),-2.0

yaccel 				= 0.44
fall 				= 0
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*22+8)

guard.kill 			= 0
ID 					= 1321

PalFX.Time 			= var(36)
PalFX.Mul 			= 150, 150, 150

envshake.time 		= 3
envshake.freq 		= 45
envshake.ampl 		= -3
envshake.phase 	 	= 0

[State Ｃテンザ2Hit目]
type = HitDef
trigger1 = AnimElem = 5
attr 				= A, SA
damage 				= Ceil(fvar(10)*19),Ceil(fvar(10)*2)
animtype 			= Hard
getpower 			= ceil(25*fvar(21)),ceil(25*fvar(21))
givepower 			= 7,12
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,12
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,1,-1)
sparkxy 			= floor(p2dist x/2+ifelse(p2dist X>0,-35,10)) ,floor(p2dist y/2-40)
ground.type 		= High

pausetime 			= 5,5+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		= 4,4
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 	= ifelse(P2Dist X > 0,-2.5,2.3),0;-2.4
air.velocity 		= ifelse(P2Dist X > 0,-2.5,2.3),0
airguard.velocity 	= ifelse(P2Dist X > 0,-1.2,1.0),-2.0

yaccel 				= 0.44
fall 				= 0
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*22+8)

guard.kill 			= 0
ID 					= 1322

PalFX.Time 			= var(36)
PalFX.Mul 			= 150, 150, 150

envshake.time 		= 3
envshake.freq 		= 45
envshake.ampl 		= -3
envshake.phase 		= 0

[State Ｃテンザ3Hit目]
type = HitDef
trigger1 = AnimElem = 6
attr 				= A, SA
damage 				= Ceil(fvar(10)*76),Ceil(fvar(10)*10)
animtype 			= Hard
getpower 			= ceil(50*fvar(21)),ceil(50*fvar(21))
givepower 			= 40,40
guardflag 			= HA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,15
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2+ifelse(p2dist X>0,-10,0)) ,floor(p2dist y/2-25)
ground.type 		= Low
air.type 			= Low

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

ground.velocity 	= ifelse(P2Dist X > 0,-3.8,3.0),10
air.velocity 		= ifelse(P2Dist X > 0,-4.0,3.0),15
airguard.velocity 	= ifelse(P2Dist X > 0,-1.2,1.0),-2.0

yaccel 				= 0.44
fall 				= 1
fall.recover 		= 0
fall.recovertime	= Ceil(fvar(20)*56+15)
fall.yvelocity 		= -4.0

guard.kill 			= 0
ID 					= 1323

PalFX.Time 			= ifelse(var(36),var(36)+10,0)
PalFX.Mul 			= 150, 150, 150

envshake.time 		= 3
envshake.freq 		= 45
envshake.ampl 		= -4
envshake.phase 		= 0
fall.envshake.time 	= 8
fall.envshake.freq 	= 90
fall.envshake.ampl 	= -6
fall.envshake.phase = 90

;ヒットスパーク--------------------
[State 必殺　斬スパーク1]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget(1321)
trigger1 = target(1321),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(var(51)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 1321
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+ifelse(p2dist X>0,55,-55)) ,floor(p2dist y/2-65)
;Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State 必殺　斬スパーク2]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget(1322)
trigger1 = target(1322),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(var(51)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 1322
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+ifelse(p2dist X>0,35,-35)) ,floor(p2dist y/2-40)
;Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State 必殺　斬スパーク3]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget(1323)
trigger1 = target(1323),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(var(51)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 1323
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+ifelse(p2dist X>0,20,-20)) ,floor(p2dist y/2-20)
;Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State ガードスパーク1]
Type = Helper
trigger1 = MoveGuarded
trigger1 = time = [8,10]
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 5,-40
Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State ガードスパーク2]
Type = Helper
trigger1 = MoveGuarded
trigger1 = time = [11,13]
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 5,-40
Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0

[State ガードスパーク3]
Type = Helper
trigger1 = MoveGuarded
trigger1 = time = [14,15]
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 5,-40
Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
persistent = 0
;ヒットスパーク--------------------

[State コントロール]
type = CtrlSet
trigger1 = AnimElemTime(8) >= 0;time =40
value = 1

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

[State 着地or落下]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = Ifelse(ctrl,52,1330)
;value = 1330

;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_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;天鎖(逝斬)着地硬直
;---------------------------------------------------------------------------
[Statedef 1330]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
Facep2 		= 1

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(command = "holddown",1331,1330)

[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 状態]
type = StateTypeSet
trigger1 = anim = 1331 || anim = 7331 || anim = 17331
statetype = C
physics = C

[State se靴音]
type = PlaySnd
Trigger1 = Time = 0
value = s0,2
channel = 4

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

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

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

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

;エフェクト消去----------------------
[State 天鎖　剣オーラelem1]
type = removeExplod
trigger1 = time = 0
ID = 1351
[State 天鎖　剣オーラelem2]
type = removeExplod
trigger1 = time = 0
ID = 1352
[State 天鎖　剣オーラelem3]
type = removeExplod
trigger1 = time = 0
ID = 1353
[State 天鎖　剣オーラelem4]
type = removeExplod
trigger1 = time = 0
ID = 1354

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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper 天鎖剣閃エフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用
;var(4)	消滅フラグ
;var(11)親アニメ判別用
;var(35)タイム代用

[Statedef 1360]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 12000
SprPriority = 2

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

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

[State 親アニメ判別]
type = VarSet
trigger1 = time = 0
var(11) = root,Anim

[State 消滅フラグ]
type = VarSet
trigger1 = var(11) = 1300  && var(35) >= 16
trigger2 = var(11) = 1310  && var(35) >= 18
trigger3 = var(11) = 1320  && var(35) >= 18

trigger4 = var(11) = 7300  && var(35) >= 15
trigger5 = var(11) = 7310  && var(35) >= 15
trigger6 = var(11) = 7320  && var(35) >= 15

trigger7 = var(11) = 17300 && var(35) >= 12
trigger8 = var(11) = 17310 && var(35) >= 13
trigger9 = var(11) = 17320 && var(35) >= 13

trigger10= !(Root,StateNo = [1300,1320])
var(4) = 1
persistent = 0

;[State タイム代用]
;type = VarAdd
;trigger1 = root,HitPauseTime = 0
;var(35) = 1
;IgnoreHitPause = 1
[State タイム代用]
type = VarSet
trigger1 = Root,StateNo = [1300,1320]
var(35) = root,time
IgnoreHitPause = 1
[State タイム代用]
type = VarAdd
trigger1 = !(Root,StateNo = [1300,1320])
var(35) = 1
IgnoreHitPause = 1

[State ポス]
type = BindToRoot
trigger1 = var(4) = 0
time = 1
facing = 0
pos = 0, -60

[State アニメelem1]
type = ChangeAnim
triggerall = var(4) = 0
trigger1 = var(11) = 1300  && var(35) = 2
trigger2 = var(11) = 1310  && var(35) = 2
trigger3 = var(11) = 1320  && var(35) = 2

trigger4 = var(11) = 7300  && var(35) = 1
trigger5 = var(11) = 7310  && var(35) = 1
trigger6 = var(11) = 7320  && var(35) = 1

trigger7 = var(11) = 17300 && var(35) = 1
trigger8 = var(11) = 17310 && var(35) = 1
trigger9 = var(11) = 17320 && var(35) = 1
value = 1361
persistent = 0
[State アニメelem2]
type = ChangeAnim
triggerall = var(4) = 0
trigger1 = var(11) = 1300  && var(35) = 4
trigger2 = var(11) = 1310  && var(35) = 4
trigger3 = var(11) = 1320  && var(35) = 5

trigger4 = var(11) = 7300  && var(35) = 2
trigger5 = var(11) = 7310  && var(35) = 2
trigger6 = var(11) = 7320  && var(35) = 2

trigger7 = var(11) = 17300 && var(35) = 2
trigger8 = var(11) = 17310 && var(35) = 2
trigger9 = var(11) = 17320 && var(35) = 2
value = 1362
persistent = 0
[State アニメelem3]
type = ChangeAnim
triggerall = var(4) = 0
trigger1 = var(11) = 1300  && var(35) = 6
trigger2 = var(11) = 1310  && var(35) = 6
trigger3 = var(11) = 1320  && var(35) = 7

trigger4 = var(11) = 7300  && var(35) = 3
trigger5 = var(11) = 7310  && var(35) = 3
trigger6 = var(11) = 7320  && var(35) = 6

trigger7 = var(11) = 17300 && var(35) = 3
trigger8 = var(11) = 17310 && var(35) = 3
trigger9 = var(11) = 17320 && var(35) = 5
value = 1363
persistent = 0
[State アニメelem4]
type = ChangeAnim
triggerall = var(4) = 0
trigger1 = var(11) = 1300  && var(35) = 8
trigger2 = var(11) = 1310  && var(35) = 8
trigger3 = var(11) = 1320  && var(35) = 11

trigger4 = var(11) = 7300  && var(35) = 6
trigger5 = var(11) = 7310  && var(35) = 6
trigger6 = var(11) = 7320  && var(35) = 8

trigger7 = var(11) = 17300 && var(35) = 5
trigger8 = var(11) = 17310 && var(35) = 5
trigger9 = var(11) = 17320 && var(35) = 8
value = 1364
persistent = 0
[State アニメelem5]
type = ChangeAnim
triggerall = var(4) = 0
trigger1 = var(11) = 1300  && var(35) = 12
trigger2 = var(11) = 1310  && var(35) = 13
trigger3 = var(11) = 1320  && var(35) = 14

trigger4 = var(11) = 7300  && var(35) = 9
trigger5 = var(11) = 7310  && var(35) = 12
trigger6 = var(11) = 7320  && var(35) = 12

trigger7 = var(11) = 17300 && var(35) = 8
trigger8 = var(11) = 17310 && var(35) = 11
trigger9 = var(11) = 17320 && var(35) = 11
value = 1365
persistent = 0

[State 消滅アニメ]
type = ChangeAnim
trigger1 = var(4) = 1
value = 1366
persistent = 0

;トランス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
Trigger1 = Anim = 1366
Trigger1 = AnimElemTime(2) > 0
var(0) = -32

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


;びりびりエフェ-------------------

;====================================スパーク中
;Aテンザ　12  56
;Bテンザ　123 56
;Cテンザ　123456

[State スパーク中1]
Type = Helper
triggerall = var(4) = 0
Trigger1 = time = 0
StateNo 		= 1370
ID 				= 1371
name 			= "M spark1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク中2]
Type = Helper
triggerall = var(4) = 0
Trigger1 = var(11) = 1300 && var(35) = 5
trigger2 = var(11) = 1310 && var(35) = 5
trigger3 = var(11) = 1320 && var(35) = 7

trigger4 = var(11) = 7300 && var(35) = 5
trigger5 = var(11) = 7310 && var(35) = 3
trigger6 = var(11) = 7320 && var(35) = 3

trigger7 = var(11) = 7300 && var(35) = 5
trigger8 = var(11) = 7310 && var(35) = 3
trigger9 = var(11) = 7320 && var(35) = 5
StateNo 		= 1370
ID 				= 1372
name 			= "M spark2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク中3]
Type = Helper
triggerall = var(4) = 0
Trigger1 = var(11) = 1310 && var(35) = 7
trigger2 = var(11) = 1320 && var(35) = 10

trigger3 = var(11) = 7310 && var(35) = 4
trigger4 = var(11) = 7320 && var(35) = 7

trigger5 = var(11) = 17310 && var(35) = 4
trigger6 = var(11) = 17320 && var(35) = 8
StateNo 		= 1370
ID 				= 1373
name 			= "M spark3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク中4]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 1320 && var(35) = 15

trigger2 = var(11) = 7320 && var(35) = 11

trigger3 = var(11) = 17320 && var(35) = 11
StateNo 		= 1370
ID 				= 1374
name 			= "M spark4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク中5]
Type = Helper
Trigger1 = Anim = 1366 && AnimElemTime(1) = 1
StateNo 		= 1370
ID 				= 1375
name 			= "M spark5"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク中6]
Type = Helper
Trigger1 = Anim = 1366 && AnimElemTime(2) = 0
StateNo 		= 1370
ID 				= 1376
name 			= "M spark6"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;====================================スパーク大

;Aテンザ　  3 5
;Bテンザ　 23 5
;Cテンザ　12345

[State スパーク大1]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 1320 && var(35) = 5

trigger2 = var(11) = 7320 && var(35) = 2

trigger3 = var(11) = 17320 && var(35) = 2
StateNo 		= 1380
ID 				= 1381
name 			= "L spark1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク大2]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 1310 && var(35) = 6
trigger2 = var(11) = 1320 && var(35) = 7

trigger3 = var(11) = 7310 && var(35) = 2
trigger4 = var(11) = 7320 && var(35) = 3

trigger5 = var(11) = 17310 && var(35) = 2
trigger6 = var(11) = 17320 && var(35) = 3

StateNo 		= 1380
ID 				= 1382
name 			= "L spark2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク大3]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 1300 && var(35) = 6
trigger2 = var(11) = 1310 && var(35) = 7
trigger3 = var(11) = 1320 && var(35) = 11

trigger4 = var(11) = 7300 && var(35) = 4
trigger5 = var(11) = 7310 && var(35) = 6
trigger6 = var(11) = 7320 && var(35) = 6

trigger7 = var(11) = 17300 && var(35) = 4
trigger8 = var(11) = 17310 && var(35) = 6
trigger9 = var(11) = 17320 && var(35) = 6
StateNo 		= 1380
ID 				= 1383
name 			= "L spark3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク大4]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 1320 && var(35) = 14

trigger2 = var(11) = 7320 && var(35) = 8

trigger3 = var(11) = 17320 && var(35) = 8
StateNo 		= 1380
ID 				= 1384
name 			= "L spark4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク大5]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 1300 && var(35) = 15
trigger2 = var(11) = 1310 && var(35) = 14
trigger3 = var(11) = 1320 && var(35) = 17

trigger4 = var(11) = 7300 && var(35) = 9
trigger5 = var(11) = 7310 && var(35) = 12
trigger6 = var(11) = 7320 && var(35) = 12

trigger7 = var(11) = 17300 && var(35) = 9
trigger8 = var(11) = 17310 && var(35) = 10
trigger9 = var(11) = 17320 && var(35) = 10
StateNo 		= 1380
ID 				= 1385
name 			= "L spark5"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;====================================スパーク小
[State スパーク小1]
Type = Helper
trigger1 = var(35) = 2
StateNo 		= 1390
ID 				= 1391
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State スパーク小2]
Type = Helper
trigger1 = var(35) = 2
StateNo 		= 1390
ID 				= 1392
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State スパーク小3]
Type = Helper
trigger1 = var(35) = 2
StateNo 		= 1390
ID 				= 1393
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

[State スパーク小4]
Type = Helper
trigger1 = anim = 1366 && AnimElemTime(1) = 1
StateNo 		= 1390
ID 				= 1394
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State スパーク小5]
Type = Helper
trigger1 = anim = 1366 && AnimElemTime(1) = 1
StateNo 		= 1390
ID 				= 1395
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State スパーク小6]
Type = Helper
trigger1 = anim = 1366 && AnimElemTime(1) = 1
StateNo 		= 1390
ID 				= 1396
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

;びりびりエフェ-------------------

[State デス]
type = DestroySelf
triggerall = NumHelper(1371) = 0
triggerall = NumHelper(1372) = 0
triggerall = NumHelper(1373) = 0
triggerall = NumHelper(1374) = 0
triggerall = NumHelper(1375) = 0
triggerall = NumHelper(1376) = 0
triggerall = NumHelper(1381) = 0
triggerall = NumHelper(1382) = 0
triggerall = NumHelper(1383) = 0
triggerall = NumHelper(1384) = 0
triggerall = NumHelper(1385) = 0
triggerall = NumHelper(1391) = 0
triggerall = NumHelper(1392) = 0
triggerall = NumHelper(1393) = 0
triggerall = NumHelper(1394) = 0
triggerall = NumHelper(1395) = 0
triggerall = NumHelper(1396) = 0
trigger1 = var(0) <= 0
trigger1 = Anim = 1366

;---------------------------------------------------------------------------
;helper テンザびりびりスパーク中
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2) 角度
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 1370]
type = A
Movetype = I
physics = N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = IsHelper(1371)
trigger2 = IsHelper(1373)
trigger3 = IsHelper(1374)
persistent = 0

;ポス
[State ポスXY]
type = null;VarSet
triggerall = time = 0
trigger1 = IsHelper(1371)
trigger1 = var(5) := -10
trigger1 = var(6) := -10
trigger2 = IsHelper(1372)
trigger2 = var(5) := 50
trigger2 = var(6) := -50
trigger3 = IsHelper(1373)
trigger3 = var(5) := 30
trigger3 = var(6) := 50
trigger4 = IsHelper(1374)
trigger4 = var(5) := -50
trigger4 = var(6) := 30
trigger5 = IsHelper(1375)
trigger5 = var(5) := (random%60)-30
trigger5 = var(6) := (random%60)-30
trigger6 = IsHelper(1376)
trigger6 = var(5) := (random%60)-30
trigger6 = var(6) := (random%60)-30

[State ポス]
type = PosSet
trigger1 = time = 0
x = Parent,Pos X+var(5)*root,facing
y = Parent,Pos Y+var(6)

;アニメ
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1371)
trigger2 = IsHelper(1372)
trigger3 = IsHelper(1373)
trigger4 = IsHelper(1374)
value = 20550

[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1375)
trigger2 = IsHelper(1376)
value = 20561

;サイズ
[State XY]
type = null
trigger1 = IsHelper(1371)
trigger1 = fvar(1) := 1.0
trigger1 = fvar(2) := 0.2
trigger2 = IsHelper(1372)
trigger2 = fvar(1) := 0.9
trigger2 = fvar(2) := 1.1
trigger3 = IsHelper(1373)
trigger3 = fvar(1) := 0.8
trigger3 = fvar(2) := 1.2
trigger4 = IsHelper(1374)
trigger4 = fvar(1) := 0.6
trigger4 = fvar(2) := 1.1
trigger5 = IsHelper(1375)
trigger5 = fvar(1) := 0.7
trigger5 = fvar(2) := 1.0
trigger6 = IsHelper(1376)
trigger6 = fvar(1) := 0.7
trigger6 = fvar(2) := 1.0

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

;角度
[State 角度]
type = null
trigger1 = IsHelper(1371)
trigger1 = var(2) := 1+random%360
trigger2 = IsHelper(1372)
trigger2 = var(2) := 35
trigger3 = IsHelper(1373)
trigger3 = var(2) := -130
trigger4 = IsHelper(1374)
trigger4 = var(2) := -45
trigger5 = IsHelper(1375)
trigger5 = var(2) := 1+random%360
trigger6 = IsHelper(1376)
trigger6 = var(2) := 1+random%360

[State 角度]
type = AngleSet
trigger1 = time = 0
value = var(2)

[State アニメストップ]
type = ChangeAnim
trigger1 = root,HitPauseTime
value = anim
elem = AnimElemNo(0)
IgnoreHitPause = 1

;トランス　デス
[State Sトランス]
type = null
triggerall = time = 0
trigger1 = IsHelper(1371)
trigger1 = var(0) := 196
trigger2 = IsHelper(1372)
trigger2 = var(0) := 196
trigger3 = IsHelper(1373)
trigger3 = var(0) := 256
trigger4 = IsHelper(1374)
trigger4 = var(0) := 256
trigger5 = IsHelper(1375)
trigger5 = var(0) := 256
trigger6 = IsHelper(1376)
trigger6 = var(0) := 196

[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20550 || anim = 20552 || anim = 20560 || anim = 20562
trigger1 = AnimElemTime(3) >= 1;time >= 7
trigger2 = anim = 20551 || anim = 20561
trigger2 = AnimElemTime(2) >= 1;time >= 4
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper テンザびりびりスパーク大
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2) 角度
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 1380]
type = A
Movetype = I
physics = N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = IsHelper(1381)
trigger2 = IsHelper(1382)
trigger3 = IsHelper(1383)
trigger4 = IsHelper(1384)
trigger5 = IsHelper(1385)
persistent = 0

;ポス
[State ポスX]
type = VarSet
trigger1= time = 0
var(5) = 10

[State ポスY]
type = VarSet
trigger1 = time = 0
var(6) = 0

[State ポス]
type = PosSet
trigger1 = time = 0
x = Parent,Pos X+var(5)*root,facing
y = Parent,Pos Y+var(6)

;アニメ
[State アニメ]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1384)
var(11) = 0
[State アニメ]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1381)
trigger2 = IsHelper(1382)
trigger3 = IsHelper(1383)
trigger4 = IsHelper(1384)
trigger5 = IsHelper(1385)
var(11) = 2

[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 0
value = 20550
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 2
value = 20552

;サイズ
[State XY]
type = null
triggerall = time = 0
trigger1 = IsHelper(1381)
trigger1 = fvar(1) := 0.8
trigger1 = fvar(2) := 1.5+(random%5)*0.1
trigger2 = IsHelper(1382)
trigger2 = fvar(1) := 0.9
trigger2 = fvar(2) := 1.6+(random%5)*0.1
trigger3 = IsHelper(1383)
trigger3 = fvar(1) := 1.0
trigger3 = fvar(2) := 1.8+(random%5)*0.1
trigger4 = IsHelper(1384)
trigger4 = fvar(1) := 0.9
trigger4 = fvar(2) := 1.6+(random%5)*0.1
trigger5 = IsHelper(1385)
trigger5 = fvar(1) := 0.8
trigger5 = fvar(2) := 1.5+(random%5)*0.1

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

;角度
[State 角度]
type = null
trigger1 = IsHelper(1381)
trigger1 = var(2) := -60
trigger2 = IsHelper(1382)
trigger2 = var(2) := -30
trigger3 = IsHelper(1383)
trigger3 = var(2) := 30
trigger4 = IsHelper(1384)
trigger4 = var(2) := 80
trigger5 = IsHelper(1385)
trigger5 = var(2) := 130

[State 角度]
type = AngleSet
trigger1 = time = 0
value = var(2)

[State アニメストップ]
type = ChangeAnim
trigger1 = root,HitPauseTime
value = anim
elem = AnimElemNo(0)
IgnoreHitPause = 1

;トランス　デス
[State Sトランス]
type = null;VarSet
triggerall = time = 0
trigger1 = IsHelper(1381)
trigger1 = var(0) := 128+64
trigger2 = IsHelper(1382)
trigger2 = var(0) := 192+64
trigger3 = IsHelper(1383)
trigger3 = var(0) := 192+64
trigger4 = IsHelper(1384)
trigger4 = var(0) := 192+64
trigger5 = IsHelper(1385)
trigger5 = var(0) := 128+64

[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20550 || anim = 20552 || anim = 20560 || anim = 20562
trigger1 = AnimElemTime(3) >= 1;time >= 7
trigger2 = anim = 20551 || anim = 20561
trigger2 = AnimElemTime(2) >= 1;time >= 4
var(0) = -51

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper テンザびりびりスパーク小
;---------------------------------------------------------------------------
;var(0) トランス用
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 1390]
type = A
Movetype = I
physics = N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = random%2 = 0
persistent = 0

;ポス
[State ポスXY]
type = null
triggerall = time = 0
trigger1 = IsHelper(1391) || IsHelper(1394)
trigger1 = var(5) := 45+(random%30)
trigger1 = var(6) := -70+(random%30)
trigger2 = IsHelper(1392) || IsHelper(1395)
trigger2 = var(5) := 35+(random%30)
trigger2 = var(6) := 20+(random%30)
trigger3 = IsHelper(1393) || IsHelper(1396)
trigger3 = var(5) := -75+(random%30)
trigger3 = var(6) := 30+(random%30)

[State ポス]
type = PosSet
trigger1 = time = 0
x = Parent,Pos X+var(5)*root,facing
y = Parent,Pos Y+var(6)

;アニメ
[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = 20551

;サイズ
[State X]
type = VarSet
trigger1 = time = 0
fvar(1) = 0.5
[State Y]
type = VarSet
trigger1 = time = 0
fvar(2) = 0.5

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

[State 角度]
type = AngleSet
trigger1 = time = 0
value = random%360

[State アニメストップ]
type = ChangeAnim
trigger1 = root,HitPauseTime
value = anim
elem = AnimElemNo(0)
IgnoreHitPause = 1

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

[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20550 || anim = 20552 || anim = 20560 || anim = 20562
trigger1 = AnimElemTime(3) >= 1;time >= 7
trigger2 = anim = 20551 || anim = 20561
trigger2 = AnimElemTime(2) >= 1;time >= 4
var(0) = -51

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0



;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;A吐切
;---------------------------------------------------------------------------
[Statedef 1400]
type 		= S
movetype 	= A
physics 	= S
VelSet 		= 0,0
anim 		= 1400
ctrl 		= 0
PowerAdd 	= ceil(25*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 seジュイーン1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
value = s2,0
channel = 12

[State voiceハバキ]
type = PlaySnd
trigger1 = AnimElem = 5
value = s113,3
channel = 0

;エフェクト-----------------------

[State 剣オーラ]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 1461+((anim=7400)*6000)+((anim=17400)*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 = 1461

[State 戻りエフェクト1]
type = Explod
trigger1 = AnimElemTime(8) = 0
Anim 			= 1481+((anim=7400)*6000)+((anim=17400)*16000)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1481
[State 戻りエフェクト2]
type = Explod
trigger1 = AnimElemTime(15) = 0
Anim 			= 1482+((anim=7400)*6000)+((anim=17400)*16000)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1482

;エフェクト-----------------------


[State 飛び道具1]
Type = Helper
trigger1 = AnimElemTime(5) = 0
StateNo 		= 1440
ID 				= 1401
name 			= "Efect"
PosType 		= P1
Pos 			= 52,-60
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 飛び道具2]
Type = Helper
trigger1 = AnimElemTime(12) = 0
StateNo 		= 1440
ID 				= 1402
name 			= "Efect"
PosType 		= P1
Pos 			= 52,-60
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;びりびりエフェ-------------------

[State スパーク1]
Type = Helper
Trigger1 = AnimElemTime(3) = 1
StateNo 		= 1470
ID 				= 1471
name 			= "spark1"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク2]
Type = Helper
Trigger1 = AnimElemTime(5) = 1
StateNo 		= 1470
ID 				= 1472
name 			= "spark2"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク3]
Type = Helper
Trigger1 = AnimElemTime(6) = 1
StateNo 		= 1470
ID 				= 1473
name 			= "spark3"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク4]
Type = Helper
Trigger1 = AnimElemTime(7) = 1
StateNo 		= 1470
ID 				= 1474
name 			= "spark4"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク5]
Type = Helper
Trigger1 = AnimElemTime(10) = 1
StateNo 		= 1470
ID 				= 1475
name 			= "spark5"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク6]
Type = Helper
Trigger1 = AnimElemTime(13) = 1
StateNo 		= 1470
ID 				= 1476
name 			= "spark6"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク7]
Type = Helper
Trigger1 = AnimElemTime(13) = 2
StateNo 		= 1470
ID 				= 1477
name 			= "spark7"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;びりびりエフェ-------------------

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

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

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

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

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

;---------------------------------------------------------------------------
;B吐切
;---------------------------------------------------------------------------
[Statedef 1410]
type 		= S
movetype 	= A
physics 	= S
VelSet 		= 0,0
anim 		= 1410
ctrl 		= 0
PowerAdd 	= ceil(25*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 seジュイーン]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
value = s2,0
channel = 12

[State voiceハバキ]
type = PlaySnd
trigger1 = AnimElem = 5
value = s113,3
channel = 0

;エフェクト-----------------------

[State 剣オーラ]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 1462+((anim=7410)*6000)+((anim=17410)*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 = 1462


[State 戻りエフェクト1]
type = Explod
trigger1 = AnimElemTime(8) = 0
Anim 			= 1481+((anim=7410)*6000)+((anim=17410)*16000)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1481
[State 戻りエフェクト2]
type = Explod
trigger1 = AnimElemTime(15) = 0
Anim 			= 1482+((anim=7410)*6000)+((anim=17410)*16000)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1482
;エフェクト-----------------------

[State 飛び道具1]
Type = Helper
trigger1 = AnimElemTime(5) = 0
StateNo 		= 1440
ID 				= 1411
name 			= "Efect"
PosType 		= P1
Pos 			= 52,-60
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 飛び道具2]
Type = Helper
trigger1 = AnimElemTime(12) = 0
StateNo 		= 1440
ID 				= 1412
name 			= "Efect"
PosType 		= P1
Pos 			= 52,-60
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;びりびりエフェ-------------------

[State スパーク1]
Type = Helper
Trigger1 = AnimElemTime(3) = 1
StateNo 		= 1470
ID 				= 1471
name 			= "spark1"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク2]
Type = Helper
Trigger1 = AnimElemTime(5) = 1
StateNo 		= 1470
ID 				= 1472
name 			= "spark2"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク3]
Type = Helper
Trigger1 = AnimElemTime(6) = 1
StateNo 		= 1470
ID 				= 1473
name 			= "spark3"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク4]
Type = Helper
Trigger1 = AnimElemTime(7) = 1
StateNo 		= 1470
ID 				= 1474
name 			= "spark4"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク5]
Type = Helper
Trigger1 = AnimElemTime(10) = 1
StateNo 		= 1470
ID 				= 1475
name 			= "spark5"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク6]
Type = Helper
Trigger1 = AnimElemTime(13) = 1
StateNo 		= 1470
ID 				= 1476
name 			= "spark6"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク7]
Type = Helper
Trigger1 = AnimElemTime(13) = 2
StateNo 		= 1470
ID 				= 1477
name 			= "spark7"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;びりびりエフェ-------------------

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

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

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

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

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

;---------------------------------------------------------------------------
;C吐切
;---------------------------------------------------------------------------
[Statedef 1420]
type 		= S
movetype 	= A
physics 	= S
VelSet 		= 0,0
anim 		= 1420
ctrl 		= 0
PowerAdd 	= ceil(25*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 seジュイーン]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(12) = 0
value = s2,0
channel = 12

[State voiceハバキ]
type = PlaySnd
trigger1 = AnimElem = 5
value = s113,3
channel = 0

;エフェクト-----------------------
[State 剣閃エフェクト1]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= 1453+((anim=7420)*6000)+((anim=17420)*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 = 1453
[State 剣閃エフェクト2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= 1454+((anim=7420)*6000)+((anim=17420)*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 = 1454
[State 剣閃エフェクト3]
type = Explod
trigger1 = AnimElemTime(12) = 0
Anim 			= 1455+((anim=7420)*6000)+((anim=17420)*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 = 1455

[State 消去　剣閃エフェクト1]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 1453
IgnoreHitPause = 1

[State 剣オーラ1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 1463+((anim=7420)*6000)+((anim=17420)*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 = 1463
[State 剣オーラ2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= 1464+((anim=7420)*6000)+((anim=17420)*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 = 1464

[State 消去　剣オーラ1]
type = RemoveExplod
trigger1 = AnimElemTime(6) = 0
ID = 1463
IgnoreHitPause = 1




[State 戻りエフェクト1]
type = Explod
trigger1 = AnimElemTime(8) = 0
Anim 			= 1481+((anim=7420)*6000)+((anim=17420)*16000)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1481
[State 戻りエフェクト2]
type = Explod
trigger1 = AnimElemTime(15) = 0
Anim 			= 1482+((anim=7420)*6000)+((anim=17420)*16000)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 1482

;エフェクト-----------------------

[State 攻撃Ｃハバキ1Hit目]
type = HitDef
trigger1 = AnimElemTime(5) = 0
attr 				= S, SA
damage 				= Ceil(fvar(10)*40),Ceil(fvar(10)*2)
animtype 			= Hard
getpower 			= ceil(25*fvar(21)),ceil(25*fvar(21))
givepower 			= 15,15
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,4
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-40),floor(p2dist y/3-73)
ground.type 		= Low
air.type 			= Low

pausetime 			= 6,6+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		= 8,8
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -2.8
air.velocity 		= -1.2,-4.5

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*22+8)
guard.kill 			= 0

[State 飛び道具相殺用ヘルパー]
Type = Helper
trigger1 = AnimElemTime(5) = 0
StateNo 		= 1425
ID 				= 1425
name 			= "vsP"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 飛び道具]
Type = Helper
trigger1 = AnimElemTime(12) = 1
StateNo 		= 1430
ID 				= 1430
name 			= "Efect"
PosType 		= P1
Pos 			= 52,-60
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

[State 必殺　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)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 1420
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35),floor(p2dist y/3-63)
;Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Efect"
PosType 		= P2
Pos 			= 0,-70
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

;びりびりエフェ-------------------

[State スパーク1]
Type = Helper
Trigger1 = AnimElemTime(3) = 1
StateNo 		= 1470
ID 				= 1471
name 			= "spark1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク2]
Type = Helper
Trigger1 = AnimElemTime(5) = 1
StateNo 		= 1470
ID 				= 1472
name 			= "spark2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク3]
Type = Helper
Trigger1 = AnimElemTime(6) = 1
StateNo 		= 1470
ID 				= 1473
name 			= "spark3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク4]
Type = Helper
Trigger1 = AnimElemTime(7) = 1
StateNo 		= 1470
ID 				= 1474
name 			= "spark4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0


[State スパーク5]
Type = Helper
Trigger1 = AnimElemTime(10) = 1
StateNo 		= 1470
ID 				= 1475
name 			= "spark5"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク6]
Type = Helper
Trigger1 = AnimElemTime(13) = 1
StateNo 		= 1470
ID 				= 1476
name 			= "spark6"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク7]
Type = Helper
Trigger1 = AnimElemTime(13) = 2
StateNo 		= 1470
ID 				= 1477
name 			= "spark7"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;びりびりエフェ-------------------

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

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

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

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

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

;---------------------------------------------------------------------------
;helper C吐切　飛び道具相殺用ヘルパー
;---------------------------------------------------------------------------

[Statedef 1425]
type 	= S
physics = N
ctrl 	= 0
anim 	= 1425

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

[State 無敵]
type = NotHitBy
trigger1 = 1
value = ,AA ,AT
time = 1
[State 飛び道具のみ当たる]
type = HitBy
trigger1 = 1
value = SCA, AP
time = 1

[State 飛び道具の相殺]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 1426
slot = 0
time = 1
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root,movetype = H

;---------------------------------------------------------------------------
;helper C吐切　飛び道具相殺用ヘルパー消え
;---------------------------------------------------------------------------

[Statedef 1426]
type 	= S
physics = N
ctrl 	= 0
anim 	= 1426

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

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

[State se打]
type = PlaySnd
Trigger1 = time = 0
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク--------------------
[State コモンスパーク]
type = GameMakeAnim
trigger1 = root,var(51) = 0
trigger1 = time = 0
Pos =45,-60
value = 2
IgnoreHitPause = 1
Persistent = 0

[State 必殺　斬スパーク]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = time = 0
StateNo 		= ifelse(root,var(51)=1,20300,ifelse(root,var(51)=2,20500,20700))
ID 				= 1420
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= 45,-70
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State デス]
type = DestroySelf
triggerall = NumHelper(1420) = 0
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;helper C吐切　飛び道具
;---------------------------------------------------------------------------
;var(30)ヒットスパークID

[Statedef 1430]
type 		= A
Movetype 	= A
physics 	= N
SprPriority = 2
anim 		= 1430

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

[State 飛び道具以外に対して無敵]
type = NotHitBy
trigger1 = 1
time = 1
value = , AA, AT;NA,SA,HA, NT,ST,HT

[State 飛び道具のみ当たる]
type = HitBy
trigger1 = 1
value = SCA, AP;NP,SP,HP
time = 1

[State 速度]
type = VelSet
trigger1 = AnimElemTime(2) = 1
x = 10

[State 攻撃]
type = HitDef
trigger1 = 1
attr 				= A, SP
damage 				= Ceil(Root,fvar(10)*50),Ceil(Root,fvar(10)*5)
animtype 			= Hard
getpower 			= ceil(25*Root,fvar(21)),ceil(25*Root,fvar(21))
givepower 			= 15,15
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,4
guardsound 			= s6,1
sparkno 			= ifelse(root,var(51) = 0,2,-1)
sparkxy 			= 0,10
ground.type 		= High
air.type 			= Low

pausetime 			= 0,8+root,var(36)
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime		= 0,8
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -5.0
air.velocity 		= -2.2,-7.5

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

guard.kill 			= 0

;ヒットスパーク--------------------
[State ヒットスパークID]
type = null
trigger1 = AnimElemTime(1) = 0
trigger1 = var(30) := 1431
trigger2 = AnimElemTime(2) = 1
trigger2 = var(30) := 1432

[State 斬スパーク]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = MoveHit
StateNo 		= ifelse(root,var(51)=1,20200,ifelse(root,var(51)=2,20500,20700))
ID 				= var(30)
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= 10,0
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 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
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

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

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = Root,fvar(11)*0.83
IgnoreHitPause = 1
persistent = 0

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

;びりびりエフェ-------------------

[State スパーク1]
Type = Helper
Trigger1 = time = 0
StateNo 		= 1435
ID 				= 1435
name 			= "spark1"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク2]
Type = Helper
Trigger1 = time = 0
StateNo 		= 1435
ID 				= 1436
name 			= "spar2k"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク3]
Type = Helper
Trigger1 = time = 0
StateNo 		= 1435
ID 				= 1437
name 			= "spark3"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク4]
Type = Helper
Trigger1 = time = 0
StateNo 		= 1435
ID 				= 1438
name 			= "spark4"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

;びりびりエフェ-------------------

[State 飛び道具同士の相殺]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, AP;NP,SP,HP
stateno = 1431
slot = 1
time = 1
IgnoreHitPause = 1

[State 消滅へ]
type = ChangeState
trigger1 = MoveContact
value = 1431
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = FrontEdgeDist <= -70
trigger2 = time >= 60;保険

;---------------------------------------------------------------------------
;helper C吐切　飛び道具消滅
;---------------------------------------------------------------------------
[Statedef 1431]
type 		= A
movetype 	= I
physics 	= N
VelSet 		= 0,0
SprPriority = 2
ctrl 		= 0
anim  		= 1431

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

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

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

;---------------------------------------------------------------------------
;helper C吐切　飛び道具びりびりスパーク
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2) 角度
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 1435]
type 		= A
Movetype 	= I
physics 	= N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = IsHelper(1436)
trigger2 = IsHelper(1437)
persistent = 0

;ポス
[State ポスXY]
type = null
triggerall = time = 0
trigger1 = IsHelper(1435)
trigger1 = var(5) := -30
trigger1 = var(6) := 20
trigger2 = IsHelper(1436)
trigger2 = var(5) := -10
trigger2 = var(6) := -20
trigger3 = IsHelper(1437)
trigger3 = var(5) := -50
trigger3 = var(6) := -40
trigger4 = IsHelper(1438)
trigger4 = var(5) := -5
trigger4 = var(6) := 40

[State ポス]
type = PosSet
trigger1 = 1
x = Parent,Pos X+var(5)*root,facing
y = Parent,Pos Y+var(6)

;アニメ
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1435)
value = 20550
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1437)
trigger2 = IsHelper(1438)
value = 20551
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1436)
value = 20552

[State アニメループ]
type = ChangeAnim
triggerall = parent,anim = 1430
trigger1 = Anim = 20550 && AnimElemTime(3) = 12
trigger2 = Anim = 20551 && AnimElemTime(2) = 5
trigger3 = Anim = 20552 && AnimElemTime(3) = 8
value = anim
elem = 1
IgnoreHitPause = 1

[State 消滅アニメへ]
type = ChangeAnim
trigger1 = parent,anim = 1431
value = anim+10
IgnoreHitPause = 1
persistent = 0

;サイズ
[State XY]
type = null
trigger1 = IsHelper(1435)
trigger1 = fvar(1) := 0.8
trigger1 = fvar(2) := 0.7
trigger2 = IsHelper(1436)
trigger2 = fvar(1) := 0.9
trigger2 = fvar(2) := 1.0
trigger3 = IsHelper(1437)
trigger3 = fvar(1) := 0.7
trigger3 = fvar(2) := 0.7
trigger4 = IsHelper(1438)
trigger4 = fvar(1) := 0.6
trigger4 = fvar(2) := 0.8

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

;角度
[State 角度]
type = null
trigger1 = IsHelper(1435)
trigger1 = var(2) := -15
trigger2 = IsHelper(1436)
trigger2 = var(2) := 75
trigger3 = IsHelper(1437)
trigger3 = var(2) := 1+random%360
trigger4 = IsHelper(1438)
trigger4 = var(2) := 1+random%360

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

;トランス　デス
[State Sトランス]
type = null
triggerall = time = 0
trigger1 = IsHelper(1435)
trigger1 = var(0) := 128
trigger2 = IsHelper(1436)
trigger2 = var(0) := 128
trigger3 = IsHelper(1437)
trigger3 = var(0) := 128
trigger4 = IsHelper(1438)
trigger4 = var(0) := 128

[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20560 || anim = 20562
trigger1 = AnimElemTime(3) >= 1
trigger2 = anim = 20561
trigger2 = AnimElemTime(2) >= 1
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = anim = 20560 || anim = 20561 || anim = 20562
trigger1 = var(0) <= 0
trigger2 = NumHelper(1430) = 0
trigger3 = time >=120;保険

;---------------------------------------------------------------------------
;helper AB吐切　飛び道具
;---------------------------------------------------------------------------
;var(11)アニメ判別
;var(30)ヒットスパークID
;fvar(7) 速度

[Statedef 1440]
type 		= A
Movetype 	= A
physics 	= N
SprPriority = 2

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

[State 飛び道具以外に対して無敵]
type = NotHitBy
trigger1 = 1
time = 1
value = , AA, AT;NA,SA,HA, NT,ST,HT

[State 飛び道具のみ当たる]
type = HitBy
trigger1 = 1
value = SCA, AP;NP,SP,HP
time = 1

;アニメ判別
[State 一発目]
type = VarSet
trigger1 = IsHelper(1401)
trigger2 = IsHelper(1411)
trigger3 = IsHelper(1285);対飛び道具用C斯封
var(11) = 0
[State 二発目]
type = VarSet
trigger1 = IsHelper(1402)
trigger2 = IsHelper(1412)
trigger3 = IsHelper(1280);対飛び道具用AB斯封
var(11) = 1

[State アニメ緑]
type = ChangeAnim
trigger1 = time = 0
trigger1 = root,var(48) = 0
value = ifelse(var(11)=0,1441,1442)
[State アニメ赤]
type = ChangeAnim
trigger1 = time = 0
trigger1 = root,var(48) >= 1
value = ifelse(var(11)=0,1445,1446)

;速度
[State 速度]
type = null
triggerall = time = 0
trigger1 = IsHelper(1401);A1
trigger1 = fvar(7) := 3.0
trigger2 = IsHelper(1402);A2
trigger2 = fvar(7) := 4.5
trigger3 = IsHelper(1411);B1
trigger3 = fvar(7) := 6.0
trigger4 = IsHelper(1412);B2
trigger4 = fvar(7) := 8.5
trigger5 = IsHelper(1280);対飛び道具用AB斯封
trigger5 = fvar(7) := 7.0
trigger6 = IsHelper(1285);対飛び道具用C斯封
trigger6 = fvar(7) := 7.0

[State 速度]
type = VelSet
trigger1 = time = 1
x = fvar(7)

[State 一発目]
type = HitDef
trigger1 = IsHelper(1401) && time < 25
trigger2 = IsHelper(1411) && time < 30
attr 				= A, SP
damage 				= Ceil(Root,fvar(10)*38+Root,var(48)*5),Ceil(Root,fvar(10)*5)
animtype 			= Hard
getpower 			= ceil(25*Root,fvar(21)),ceil(25*Root,fvar(21))
givepower 			= 15,15
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,4
guardsound 			= s6,1
sparkno 			= ifelse(root,var(51) = 0,1,-1)
sparkxy 			= 0,-10
ground.type 		= High
air.type 			= Low

pausetime 			= 0,8+root,var(36)
ground.slidetime	= 11	;(省略時0)
ground.hittime 		= 11	;(省略時0)
air.hittime 		= 13	;(省略時20)
guard.pausetime		= 0,8
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 	= -3.5
air.velocity 		= -2.0,-4.0

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(Root,fvar(20)*25+8)

guard.kill 			= 0

[State 二発目]
type = HitDef
trigger1 = IsHelper(1402) && time < 18
trigger2 = IsHelper(1412) && time < 25
trigger3 = IsHelper(1285) && time < 30
trigger4 = IsHelper(1280) && time < 30
attr 				= A, SP
damage 				= Ceil(Root,fvar(10)*38+Root,var(48)*5),Ceil(Root,fvar(10)*5)
animtype 			= Hard
getpower 			= ceil(25*Root,fvar(21)),ceil(25*Root,fvar(21))
givepower 			= 15,15
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,4
guardsound 			= s6,1
sparkno 			= ifelse(root,var(51) = 0,1,-1)
sparkxy 			= 0,10
ground.type 		= Low
air.type 			= Low

pausetime 			= 0,8+root,var(36)
ground.slidetime	= 11	;(省略時0)
ground.hittime 		= 11	;(省略時0)
air.hittime 		= 13	;(省略時20)
guard.pausetime		= 0,8
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 	= -4.0
air.velocity 		= -2.2,-7.0

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

guard.kill 			= 0

;ヒットスパーク--------------------
[State ヒットスパークID]
type = null
trigger1 = IsHelper(1401);A1
trigger1 = var(30) := 1441
trigger2 = IsHelper(1402);A2
trigger2 = var(30) := 1442
trigger3 = IsHelper(1411);B1
trigger3 = var(30) := 1443
trigger4 = IsHelper(1412);B2
trigger4 = var(30) := 1444
trigger5 = IsHelper(1280);対飛び道具用AB斯封
trigger5 = var(30) := 1448
trigger6 = IsHelper(1285);対飛び道具用C斯封
trigger6 = var(30) := 1449

[State 斬スパーク]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = MoveHit
StateNo 		= ifelse(root,var(51)=1,20200,ifelse(root,var(51)=2,20500,20700))
ID 				= var(30)
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= 10,ifelse(var(11)=0,10,-10)
;Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 10,-70
SuperMoveTime =	 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

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

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = Root,fvar(11)*ifelse(var(11)=0,0.98,0.83)
IgnoreHitPause = 1
persistent = 0

[State 受け身不能時間]
type = ParentVarSet
trigger1 = MoveHit
fv = 20
value = Root,fvar(20)*ifelse(var(11)=0,0.95,0.92)
IgnoreHitPause = 1
persistent = 0
;補正等々--------

;びりびりエフェ-------------------

[State 一発目スパーク1]
Type = Helper
Trigger1 = time = 0
trigger1 = var(11) = 0
StateNo 		= 1445
ID 				= 1445
name 			= "spark1"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State 一発目スパーク2]
Type = Helper
Trigger1 = time = 0
trigger1 = var(11) = 0
StateNo 		= 1445
ID 				= 1446
name 			= "spark2"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State 一発目スパーク3]
Type = Helper
Trigger1 = time = 0
trigger1 = var(11) = 0
StateNo 		= 1445
ID 				= 1447
name 			= "spark3"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State 二発目スパーク1]
Type = Helper
Trigger1 = time = 0
trigger1 = var(11) = 1
StateNo 		= 1445
ID 				= 1448
name 			= "spark4"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State 二発目スパーク2]
Type = Helper
Trigger1 = time = 0
trigger1 = var(11) = 1
StateNo 		= 1445
ID 				= 1449
name 			= "spark5"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

;びりびりエフェ-------------------

[State 減速]
type = VelMul
trigger1 = IsHelper(1401) && time >= 25
trigger2 = IsHelper(1402) && time >= 18
trigger3 = IsHelper(1411) && time >= 30
trigger4 = IsHelper(1412) && time >= 25
trigger5 = IsHelper(1285) && time >= 30
trigger6 = IsHelper(1280) && time >= 30
x = 0.9

[State 飛び道具同士の相殺]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, AP;NP,SP,HP
stateno = 1443
slot = 1
time = 1
IgnoreHitPause = 1

[State 消滅へ]
type = ChangeState
trigger1 = MoveContact
trigger2 = IsHelper(1401) && time >= 25+5
trigger3 = IsHelper(1402) && time >= 18+5
trigger4 = IsHelper(1411) && time >= 30+5
trigger5 = IsHelper(1412) && time >= 25+5
trigger6 = IsHelper(1285) && time >= 30+5
trigger7 = IsHelper(1280) && time >= 30+5
value = 1443
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = FrontEdgeDist <= -70
trigger2 = time >= 60;保険

;---------------------------------------------------------------------------
;helper AB吐切　飛び道具消滅
;---------------------------------------------------------------------------
[Statedef 1443]
type 		= A
movetype 	= I
physics 	= N
VelSet 		= 0,0
SprPriority = 2
ctrl 		= 0

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

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

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = root,var(48) = 0
value = ifelse(var(11)=0,1443,1444)

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = root,var(48) >= 1
value = ifelse(var(11)=0,1447,1448)

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

;---------------------------------------------------------------------------
;helper AB吐切　飛び道具びりびりスパーク
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2) 角度
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 1445]
type 		= A
Movetype 	= I
physics 	= N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = IsHelper(1445);一発目1
trigger2 = IsHelper(1448);二発目1
persistent = 0

;ポス
[State ポスXY]
type = null
triggerall = time = 0
trigger1 = IsHelper(1445);一発目1
trigger1 = var(5) := 15
trigger1 = var(6) := -40
trigger2 = IsHelper(1446);一発目2
trigger2 = var(5) := -10
trigger2 = var(6) := -10
trigger3 = IsHelper(1447);一発目3
trigger3 = var(5) := -40
trigger3 = var(6) := -30
trigger4 = IsHelper(1448);二発目1
trigger4 = var(5) := -30
trigger4 = var(6) := -10
trigger5 = IsHelper(1449);二発目2
trigger5 = var(5) := 1
trigger5 = var(6) := 30

[State ポス]
type = PosSet
trigger1 = 1
x = Parent,Pos X+var(5)*root,facing
y = Parent,Pos Y+var(6)

;アニメ
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1446);一発目2
trigger2 = IsHelper(1448);二発目1
value = ifelse(root,var(48)=0,20550,20555)
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1445);一発目1
trigger2 = IsHelper(1449);二発目2
value = ifelse(root,var(48)=0,20551,20556)
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1447);一発目3
value = ifelse(root,var(48)=0,20552,20557)

[State アニメループ]
type = ChangeAnim
triggerall = parent,anim = 1441 || parent,anim = 1442 || parent,anim = 1445 || parent,anim = 1446
trigger1 = (Anim = 20550 || Anim = 20555) && AnimElemTime(3) = 3
trigger2 = (Anim = 20551 || Anim = 20556) && AnimElemTime(2) = 3
trigger3 = (Anim = 20552 || Anim = 20557) && AnimElemTime(3) = 3
value = anim
elem = 1
IgnoreHitPause = 1

[State 消滅アニメへ]
type = ChangeAnim
trigger1 = parent,anim = 1443 || parent,anim = 1444 ||parent,anim = 1447 || parent,anim = 1448
value = anim+10
IgnoreHitPause = 1
persistent = 0

;サイズ
[State XY]
type = null
trigger1 = IsHelper(1445);一発目1小
trigger1 = fvar(1) := 0.5
trigger1 = fvar(2) := 0.5
trigger2 = IsHelper(1446);一発目2大
trigger2 = fvar(1) := 0.7
trigger2 = fvar(2) := 1.0
trigger3 = IsHelper(1447);一発目3小
trigger3 = fvar(1) := 0.5
trigger3 = fvar(2) := 0.5
trigger4 = IsHelper(1448);二発目1大
trigger4 = fvar(1) := 0.6
trigger4 = fvar(2) := 0.9
trigger5 = IsHelper(1449);二発目2中
trigger5 = fvar(1) := 0.5
trigger5 = fvar(2) := 0.7

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

;角度
[State 角度]
type = null
trigger1 = IsHelper(1445);一発目1小
trigger1 = var(2) := 1+random%360
trigger2 = IsHelper(1446);一発目2大
trigger2 = var(2) := -20
trigger3 = IsHelper(1447);一発目3小
trigger3 = var(2) := 1+random%360
trigger4 = IsHelper(1448);二発目1大
trigger4 = var(2) := -15
trigger5 = IsHelper(1449);二発目2中
trigger5 = var(2) := 1+random%360

[State 角度]
type = AngleSet
trigger1 = time = 0
;trigger1 = AnimElemTime(1) = 1
value = var(2)

;トランス　デス
[State Sトランス]
type = null
triggerall = time = 0
trigger1 = IsHelper(1445)
trigger1 = var(0) := 192
trigger2 = IsHelper(1446)
trigger2 = var(0) := 192
trigger3 = IsHelper(1447)
trigger3 = var(0) := 128
trigger4 = IsHelper(1448)
trigger4 = var(0) := 192
trigger5 = IsHelper(1449)
trigger5 = var(0) := 128

[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20560 || anim = 20562 || anim = 20565 || anim = 20567
trigger1 = AnimElemTime(3) >= 1
trigger2 = anim = 20561 || anim = 20566
trigger2 = AnimElemTime(2) >= 1
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = anim = 20560 || anim = 20561 || anim = 20562 || anim = 20565 || anim = 20566 || anim = 20567
trigger1 = var(0) <= 0
trigger2 = IsHelper(1445) || IsHelper(1446) || IsHelper(1447)
trigger2 = NumHelper(1401) = 0 && NumHelper(1411) = 0 && NumHelper(1285) = 0
trigger3 = IsHelper(1448) || IsHelper(1449)
trigger3 = NumHelper(1402) = 0 && NumHelper(1412) = 0 && NumHelper(1280) = 0
trigger4 = time >=600;保険

;---------------------------------------------------------------------------
;helper 吐切　びりびりスパーク
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2) 角度
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 1470]
type 		= A
Movetype 	= I
physics 	= N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = IsHelper(1471)
trigger2 = IsHelper(1473)
trigger3 = IsHelper(1474)
trigger4 = IsHelper(1475)
trigger5 = IsHelper(1477)
persistent = 0

;ポス
[State ポスXY]
type = null
triggerall = time = 0
trigger1 = IsHelper(1471)
trigger1 = var(5) := -8
trigger1 = var(6) := -60
trigger2 = IsHelper(1472)
trigger2 = var(5) := 35
trigger2 = var(6) := -45
trigger3 = IsHelper(1473)
trigger3 = var(5) := 10
trigger3 = var(6) := -110
trigger4 = IsHelper(1474)
trigger4 = var(5) := 45
trigger4 = var(6) := -110

trigger5 = IsHelper(1475)
trigger5 = var(5) := -11
trigger5 = var(6) := -79
trigger6 = IsHelper(1476)
trigger6 = var(5) := 50
trigger6 = var(6) := -100
trigger7 = IsHelper(1477)
trigger7 = var(5) := 45
trigger7 = var(6) := -30

[State ポス]
type = PosSet
trigger1 = 1
x = root,Pos X+var(5)*root,facing
y = root,Pos Y+var(6)

;アニメ
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1472)
trigger2 = IsHelper(1476)
value = ifelse(root,var(48)=0,20550,20555)
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1471)
trigger2 = IsHelper(1473)
trigger3 = IsHelper(1475)
value = ifelse(root,var(48)=0,20552,20557)
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1474)
trigger2 = IsHelper(1477)
value = ifelse(root,var(48)=0,20560,20565)

;サイズ
[State XY]
type = null
trigger1 = IsHelper(1471)
trigger1 = fvar(1) := 0.8
trigger1 = fvar(2) := 0.9
trigger2 = IsHelper(1472)
trigger2 = fvar(1) := 0.8
trigger2 = fvar(2) := 1.0
trigger3 = IsHelper(1473)
trigger3 = fvar(1) := 0.7
trigger3 = fvar(2) := 0.7
trigger4 = IsHelper(1474)
trigger4 = fvar(1) := 0.8
trigger4 = fvar(2) := 0.5

trigger5 = IsHelper(1475)
trigger5 = fvar(1) := 0.8
trigger5 = fvar(2) := 0.9
trigger6 = IsHelper(1476)
trigger6 = fvar(1) := 0.8
trigger6 = fvar(2) := 1.0
trigger7 = IsHelper(1477)
trigger7 = fvar(1) := 0.5
trigger7 = fvar(2) := 0.8


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

;角度
[State 角度]
type = null
trigger1 = IsHelper(1471)
trigger1 = var(2) := 1+random%360
trigger2 = IsHelper(1472)
trigger2 = var(2) := -45
trigger3 = IsHelper(1473)
trigger3 = var(2) := 1+random%360
trigger4 = IsHelper(1474)
trigger4 = var(2) := 1+random%360

trigger5 = IsHelper(1475)
trigger5 = var(2) := 1+random%360
trigger6 = IsHelper(1476)
trigger6 = var(2) := 50
trigger7 = IsHelper(1477)
trigger7 = var(2) := 1+random%360

[State 角度]
type = AngleSet
trigger1 = time = 0
value = var(2)

;トランス　デス
[State Sトランス]
type = null
triggerall = time = 0
trigger1 = IsHelper(1471)
trigger1 = var(0) := 256
trigger2 = IsHelper(1472)
trigger2 = var(0) := 256
trigger3 = IsHelper(1473)
trigger3 = var(0) := 256
trigger4 = IsHelper(1474)
trigger4 = var(0) := 196

trigger5 = IsHelper(1475)
trigger5 = var(0) := 256
trigger6 = IsHelper(1476)
trigger6 = var(0) := 256
trigger7 = IsHelper(1477)
trigger7 = var(0) := 196

[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20550 || anim = 20552 || anim = 20555 || anim = 20557 ||anim = 20560 || anim = 20562 || anim = 20565 || anim = 20567
trigger1 = AnimElemTime(3) >= 1
trigger2 = anim = 20551 || anim = 20556 || anim = 20561 || anim = 20566
trigger2 = AnimElemTime(2) >= 1
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger2 = AnimTime = 0
trigger3 = time >=600;保険


;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;A業刎
;---------------------------------------------------------------------------
[Statedef 1500]
type 		= A
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 1500
ctrl 		= 0
PowerAdd 	= ceil(25*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 voiceワザバネ]
type = PlaySnd
trigger1 = AnimElem = 6
value = s113,9
channel = 0

[State エフェクト]
Type = Helper
trigger1 = AnimElem = 8
StateNo 		= 1550
ID 				= 1550
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 重力]
type = VelAdd
trigger1 = 1
y = const(movement.yaccel)

[State 速度]
type = VelSet
trigger1 = time = 0
y = -8.0
IgnoreHitPause = 1
persistent = 0
[State 速度]
type = VelSet
trigger1 = AnimElemTime(9) = 0
y = 11.0
IgnoreHitPause = 1
persistent = 1

[State 攻撃Ａワザバネ]
type = HitDef
trigger1 = AnimElem = 10
attr 				= A, SA
damage 				= Ceil(fvar(10)*114 +ifelse(fvar(10),var(48)*5,0)),Ceil(fvar(10)*11)
animtype 			= Hard
getpower 			= ceil(75*fvar(21)),ceil(75*fvar(21))
givepower 			= 50,50
guardflag 			= HA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,4
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,1,-1)
sparkxy 			= floor(p2dist x/2-43) ,floor(p2dist y/2-70)
ground.type 		= High

pausetime		 	= 15,15+var(36)
ground.slidetime 	= 23	;(省略時0)
ground.hittime	 	= 24	;(省略時0)
air.hittime		 	= 29	;(省略時20)
guard.pausetime 	= 15,15
guard.slidetime	 	= 19						;(省略時guard.hittime)
guard.hittime	 	= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime	 	= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 			= -5
air.velocity 				= 0,15
airguard.velocity 			= -1.5,-1.2
ground.cornerpush.veloff 	= -3
guard.cornerpush.veloff 	= -3
airguard.cornerpush.veloff 	= -3
fall.yvelocity 	= -4.0

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 0
fall.recovertime	= Ceil(fvar(20)*56+15)

guard.kill 			= 0

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

fall.envshake.time 	= 4
fall.envshake.freq 	= 90
fall.envshake.ampl 	= -6
fall.envshake.phase = 90

;ヒットスパーク--------------------
[State 必殺　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)=1,20300,ifelse(var(51)=2,20400,20400))
ID 				= 1500
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,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 着地へ]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 1530

;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_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;B業刎
;---------------------------------------------------------------------------
[Statedef 1510]
type 		= A
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 1510
ctrl 		= 0
PowerAdd 	= ceil(25*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 voiceワザバネ]
type = PlaySnd
trigger1 = AnimElem = 6
value = s113,9
channel = 0

[State エフェクト]
Type = Helper
trigger1 = AnimElem = 8
StateNo 		= 1550
ID 				= 1550
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 重力]
type = VelAdd
trigger1 = 1
y = const(movement.yaccel)

[State 速度]
type = VelSet
trigger1 = time = 0
y = -7.5
IgnoreHitPause = 1
persistent = 0
[State 速度]
type = VelSet
trigger1 = AnimElemTime(9) = 0
y = 11.0
IgnoreHitPause = 1
persistent = 1

[State 攻撃Ｂワザバネ]
type = HitDef
trigger1 = AnimElem = 10
attr 				= A, SA
damage 				= Ceil(fvar(10)*114 +ifelse(fvar(10),var(48)*5,0)),Ceil(fvar(10)*11)
animtype 			= Hard
getpower 			= ceil(75*fvar(21)),ceil(75*fvar(21))
givepower 			= 50,50
guardflag 			= HA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,4
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,1,-1)
sparkxy 			= floor(p2dist x/2-43) ,floor(p2dist y/2-70)
ground.type 		= High

pausetime		 	= 15,15+var(36)
ground.slidetime 	= 23	;(省略時0)
ground.hittime	 	= 24	;(省略時0)
air.hittime		 	= 29	;(省略時20)
guard.pausetime 	= 15,15
guard.slidetime	 	= 19						;(省略時guard.hittime)
guard.hittime	 	= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime	 	= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 			= -5
air.velocity 				= 0,15
airguard.velocity 			= -1.5,-1.2
ground.cornerpush.veloff 	= -3
guard.cornerpush.veloff 	= -3
airguard.cornerpush.veloff 	= -3
fall.yvelocity 				= -4.0

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 0
fall.recovertime	= Ceil(fvar(20)*56+15)

guard.kill 			= 0

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

fall.envshake.time = 4
fall.envshake.freq = 90
fall.envshake.ampl = -6
fall.envshake.phase = 90

;ヒットスパーク--------------------
[State 必殺　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)=1,20300,ifelse(var(51)=2,20400,20400))
ID 				= 1510
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,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 着地へ]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 1530

;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_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;C業刎
;---------------------------------------------------------------------------
[Statedef 1520]
type 		= A
movetype 	= A
physics 	= N
anim 		= 1520
ctrl 		= 0
PowerAdd 	= ceil(25*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 voiceワザバネ]
type = PlaySnd
trigger1 = AnimElem = 6
value = s113,9
channel = 0

[State エフェクト]
Type = Helper
trigger1 = AnimElem = 8
StateNo 		= 1550
ID 				= 1550
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 重力]
type = VelAdd
trigger1 = 1
y = const(movement.yaccel)

[State 速度X慣性]
type = VelMul
trigger1 = time = 0
x = 0.75
IgnoreHitPause = 1
persistent = 0
[State 速度]
type = VelSet
trigger1 = time = 0
y = -5
IgnoreHitPause = 1
persistent = 0
[State 速度]
type = VelSet
trigger1 = AnimElemTime(9) = 0
y = 12.5;15
IgnoreHitPause = 1
persistent = 1

[State 攻撃Ｃワザバネ]
type = HitDef
trigger1 = AnimElem = 10
attr 				= A, SA
damage 				= Ceil(fvar(10)*114 +ifelse(fvar(10),var(48)*5,0)),Ceil(fvar(10)*11)
animtype 			= Hard
getpower 			= ceil(75*fvar(21)),ceil(75*fvar(21))
givepower 			= 50,50
guardflag 			= HA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,4
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-43) ,floor(p2dist y/2-70)
ground.type 		= High

pausetime		 	= 15,15+var(36)
ground.slidetime 	= 23	;(省略時0)
ground.hittime	 	= 24	;(省略時0)
air.hittime		 	= 29	;(省略時20)
guard.pausetime 	= 15,15
guard.slidetime	 	= 23						;(省略時guard.hittime)
guard.hittime	 	= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime	 	= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= -2,10
air.velocity 		= -1,18
airguard.velocity 	= -1.5,-1.2
ground.cornerpush.veloff 	= -3
guard.cornerpush.veloff 	= -3
airguard.cornerpush.veloff 	= -3
fall.yvelocity = -4.5

yaccel 			= 0.48
fall 			= 1
Air.fall 		= 1
fall.recover 	= 0
fall.recovertime= Ceil(fvar(20)*56+15)
guard.kill 		= 0

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

fall.envshake.time = 8
fall.envshake.freq = 90
fall.envshake.ampl = -6
fall.envshake.phase = 90

;ヒットスパーク--------------------
[State 必殺　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)=1,20300,ifelse(var(51)=2,20400,20400))
ID 				= 1520
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,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 着地へ]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 1530

;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_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662
;エフェクト消去----------------------

;---------------------------------------------------------------------------
;業刎着地硬直
;---------------------------------------------------------------------------
[Statedef 1530]
type 		= S
movetype 	= A
physics 	= S
ctrl 		= 0
Facep2 		= 1

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(command = "holddown",1531,1530)

[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 状態]
type = StateTypeSet
trigger1 = Anim = 1531 || Anim = 7531 || Anim = 17531
statetype = C
physics = C

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

[State se靴音]
type = PlaySnd
Trigger1 = Time = 0
value = s0,2
channel = 4

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

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

[State dust3]
type = Explod
trigger1 = time = 0
Anim 			= 20992
Postype 		= p1
Pos 			= -45, 0
Scale 			= 0.5,0.5
facing 			= 1
BindTime 		= 1
Sprpriority 	= 3
OwnPal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
ID = 20992

[State dust3]
type = Explod
trigger1 = time = 0
Anim 			= 20992
Postype 		= p1
Pos 			= 48,0
Scale 			= 0.45,0.45
facing 			= -1
BindTime 		= 1
Sprpriority 	= 3
OwnPal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
ID = 20992

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

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

;---------------------------------------------------------------------------
;helper 業刎エフェクト
;---------------------------------------------------------------------------
[Statedef 1550]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 1550
SprPriority = 2

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger1 = root,var(46) = 6 || root,var(46) = 3
value = anim+ifelse(var(58)=3,16000,6000)

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

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

[State ポス]
type = PosSet
trigger1 = anim != 1551
x = Parent,Pos X
y = Parent,Pos Y

;残像ヘルパー-------------------
[State 残像1]
Type = Helper
trigger1 = NumHelper(1555) = 0
trigger1 = anim = 1550
trigger1 = time = 7
trigger1 = root,movecontact = 0
StateNo 		= 1555
ID 				= 1555
name 			= "Efect"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 残像2]
Type = Helper
trigger1 = NumHelper(1556) = 0
trigger1 = anim = 1550
trigger1 = time = 15
trigger1 = root,movecontact = 0
StateNo 		= 1555
ID 				= 1556
name 			= "Efect"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 残像3]
Type = Helper
trigger1 = NumHelper(1555) = 0
trigger1 = anim = 1550
trigger1 = root,movecontact = 4
StateNo 		= 1555
ID 				= 1557
name 			= "Efect"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 残像4]
Type = Helper
trigger1 = NumHelper(1556) = 0
trigger1 = anim = 1550
trigger1 = root,movecontact = 11
StateNo 		= 1555
ID 				= 1558
name 			= "Efect"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;残像ヘルパー-------------------

[State 消えアニメ]
type = ChangeAnim
trigger1 = Root,StateNo != [1500,1520]
value = 1551
IgnoreHitPause = 1
Persistent = 0

[State デスe]
type = DestroySelf
trigger1 = anim = 1551
trigger1 = animtime = 0

trigger2 = root,StateNo = 3000
trigger3 = root,StateNo = 3100
trigger4 = root,StateNo = 3500
trigger5 = root,StateNo = 3600
trigger6 = root,StateNo = 3700

trigger7 = root,StateNo = 41500
trigger8 = root,StateNo = 41600
trigger9 = root,StateNo = 41800

trigger10= root,StateNo = 42500
trigger11= root,StateNo = 42502
trigger12= root,StateNo = 42600
trigger13= root,StateNo = 42800

trigger14= root,StateNo = 43500
trigger15= root,StateNo = 43800
trigger16= root,StateNo = 44500
trigger17= root,StateNo = 44600
trigger18= root,StateNo = 44800
trigger19= root,StateNo = 46500
trigger20= root,StateNo = 46800

;---------------------------------------------------------------------------
;helper 業刎エフェクト残像
;---------------------------------------------------------------------------
;var(5)ポスX
;var(6)ポスX

[Statedef 1555]
type 		= A
Movetype 	= I
physics 	= N
SprPriority = 2

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

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

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(IsHelper(1555) || IsHelper(1557),1555,1556)
IgnoreHitPause = 1
Persistent = 0

;ポス
[State ポスX]
type = VarSet
trigger1 = 1;anim = 1555 || anim = 1556
var(5) = ifelse(IsHelper(1555) || IsHelper(1557),10,15)
[State ポスY]
type = VarSet
trigger1 = 1;anim = 1555 || anim = 1556
var(6) = ifelse(IsHelper(1555) || IsHelper(1557),30,80)

[State ポス]
type = PosSet
trigger1 = anim = 1555 || anim = 1556
x = (Parent,Pos X)+var(5)*root,facing
y = (Parent,Pos Y)-var(6)

[State 残像消えアニメ]
type = ChangeAnim
trigger1 = Root,StateNo != [1500,1520]
trigger2 = IsHelper(1555) || IsHelper(1556)
trigger2 = root,movecontact
value = anim+2
IgnoreHitPause = 1
Persistent = 0

[State 速度]
type = VelSet
trigger1 = anim = 1557
x = 0
y = 3
IgnoreHitPause = 1
Persistent = 1

[State 速度]
type = VelSet
trigger1 = anim = 1558
x = 0
y = 5
IgnoreHitPause = 1
Persistent = 1

[State デスe]
type = DestroySelf
trigger1 = anim = 1557 && animtime = 0
trigger2 = anim = 1558 && animtime = 0

trigger3 = root,StateNo = 3000
trigger4 = root,StateNo = 3100
trigger5 = root,StateNo = 3500
trigger6 = root,StateNo = 3600
trigger7 = root,StateNo = 3700
trigger8 = root,StateNo = 41500
trigger9 = root,StateNo = 41600
trigger10= root,StateNo = 41800
trigger11= root,StateNo = 42500
trigger12= root,StateNo = 42502
trigger13= root,StateNo = 42600
trigger14= root,StateNo = 42800
trigger15= root,StateNo = 43500
trigger16= root,StateNo = 43800
trigger17= root,StateNo = 44500
trigger18= root,StateNo = 44600
trigger19= root,StateNo = 44800
trigger20= root,StateNo = 46500
trigger21= root,StateNo = 46800


;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;功刀強化技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;影宿
;---------------------------------------------------------------------------
[Statedef 2000]
type 		= C
movetype 	= A
physics 	= C
VelSet 		= 0,0
anim 		= 2000
ctrl 		= 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)

;====================影宿(突進)
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = AnimElemTime(3) < 0
value = 0
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(10) < 0
value = 100
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = AnimElemTime(10) >= 0
value = 0
IgnoreHitPause = 1

[State 押し判定]
type = PlayerPush
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = P2StateType = L
value = 0

[State 無敵　打]
type = NotHitBy
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = AnimElemTime(10) < 0
value = ,AA
time = 1
IgnoreHitPause = 1
persistent = 1

[State クヌギ攻撃力増]
type = VarSet
trigger1 = time = 0
var(49) = var(48)
IgnoreHitPause = 1
Persistent = 0

[State クヌギリセット]
type = VarSet
trigger1 = time = 0
var(48) = 0
IgnoreHitPause = 1
Persistent = 0

[State dust2]
type = Explod
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = AnimElem = 3
Anim 			= 20991
PosType 		= p1
Pos 			= -30, 0
Bindtime 		= 1
Scale 			= 0.65,0.65
SprPriority 	= 3
OwnPal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
ID = 20991

[State 突進エフェ]
Type = Helper
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = AnimElemTime(2) = 1
StateNo 		= 2050
ID 				= 2050
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = AnimElemTime(3) = 0
physics = N

[State 速度]
type = VelSet
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = AnimElemTime(3) = 0
x = 10
IgnoreHitPause = 1
persistent = 1
[State 速度]
type = VelAdd
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = AnimElemTime(3) > 0
trigger1 = AnimElemTime(10) < 0
x = 0.02
IgnoreHitPause = 1

[State 攻撃へ]
type = ChangeAnim
trigger1 = P2StateType != L
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(10) < 0
trigger1 = (P2Dist X = [0,80]) && (P2Dist Y = [-100,0])
value = anim+1

[State 状態]
type = StateTypeSet
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = AnimElemTime(10) = 0
physics = C

[State 11へ]
type = ChangeState
trigger1 = Anim = 2000 || Anim = 8000 || Anim = 18000
trigger1 = Animtime = 0
value = 11
ctrl = 1

;====================影宿(攻撃)

[State パワー]
type = PowerAdd
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
value = ceil(25*fvar(21))
Persistent = 0

[State 速度]
type = VelSet
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
x = 15
IgnoreHitPause = 1
Persistent = 0

[State アニメ反対向き]
type = ChangeAnim
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger1 = AnimElemTime(4) >= 0
trigger1 = P2Dist X <= 0
value = anim+1
elem = AnimElemNo(0)
IgnoreHitPause = 1
persistent = 0

[State ターン]
type = Turn
trigger1 = Anim = 2002 || Anim = 8002 || Anim = 18002
IgnoreHitPause = 1
Persistent = 0

[State 進行状況リセット]
type = VarSet
trigger1 = time = 0
var(24) = 0
[State 進行状況]
type = VarAdd
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
var(24) = 1

[State アニメelem4]
type = ChangeAnim
triggerall = AnimElemTime(4) < 0
trigger1 = Anim = 2001 || Anim = 2002
trigger1 = var(24) = 5
trigger2 = Anim = 8001 || Anim = 8002
trigger2 = var(24) = 5
trigger3 = Anim = 18001 || Anim = 18002
trigger3 = var(24) = 5
value = Anim
elem = 4
IgnoreHitPause = 1
persistent = 0
[State アニメelem5]
type = ChangeAnim
triggerall = AnimElemTime(5) < 0
trigger1 = Anim = 2001 || Anim = 2002
trigger1 = var(24) = 22
trigger2 = Anim = 8001 || Anim = 8002
trigger2 = var(24) = 22
trigger3 = Anim = 18001 || Anim = 18002
trigger3 = var(24) = 17
value = Anim
elem = 5
IgnoreHitPause = 1
persistent = 0
[State アニメelem6]
type = ChangeAnim
triggerall = AnimElemTime(6) < 0
trigger1 = Anim = 2001 || Anim = 2002
trigger1 = var(24) = 26
trigger2 = Anim = 8001 || Anim = 8002
trigger2 = var(24) = 25
trigger3 = Anim = 18001 || Anim = 18002
trigger3 = var(24) = 20
value = Anim
elem = 6
IgnoreHitPause = 1
persistent = 0
[State アニメelem7]
type = ChangeAnim
triggerall = AnimElemTime(7) < 0
trigger1 = Anim = 2001 || Anim = 2002
trigger1 = var(24) = 29
trigger2 = Anim = 8001 || Anim = 8002
trigger2 = var(24) = 27
trigger3 = Anim = 18001 || Anim = 18002
trigger3 = var(24) = 22
value = Anim
elem = 7
IgnoreHitPause = 1
persistent = 0
[State アニメelem8]
type = ChangeAnim
triggerall = AnimElemTime(8) < 0
trigger1 = Anim = 2001 || Anim = 2002
trigger1 = var(24) = 34
trigger2 = Anim = 8001 || Anim = 8002
trigger2 = var(24) = 31
trigger3 = Anim = 18001 || Anim = 18002
trigger3 = var(24) = 25
value = Anim
elem = 8
IgnoreHitPause = 1
persistent = 0
[State アニメelem9]
type = ChangeAnim
triggerall = AnimElemTime(9) < 0
trigger1 = Anim = 2001 || Anim = 2002
trigger1 = var(24) = 37
trigger2 = Anim = 8001 || Anim = 8002
trigger2 = var(24) = 33
trigger3 = Anim = 18001 || Anim = 18002
trigger3 = var(24) = 27
value = Anim
elem = 9
IgnoreHitPause = 1
persistent = 0

[State 減速]
type = VelMul
trigger1 = var(24) >= 5
x = 0.90
IgnoreHitPause = 1

[State 押し判定]
type = PlayerPush
;triggerall = !MoveGuarded
triggerall = AnimElemTime(2) >= 0
triggerall = AnimElemTime(6) < 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
value = 0

;エフェクト-----------------------
[State 剣閃エフェクト1]
type = Explod
triggerall = AnimElemTime(2) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2061
PosType 		= p1
Facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 2061
[State 剣閃エフェクト2]
type = Explod
triggerall = AnimElemTime(3) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2062
PosType 		= p1
Facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 2062
[State 剣閃エフェクト3]
type = Explod
triggerall = AnimElemTime(5) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2063
PosType 		= p1
Facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 2063
[State 剣閃エフェクト4]
type = Explod
triggerall = AnimElemTime(6) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2064
PosType 		= p1
Facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 2064

[State 消去　剣閃エフェクト2]
type = RemoveExplod
triggerall = AnimElemTime(5) >= 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
ID = 2062
IgnoreHitPause = 1
[State 消去　剣閃エフェクト3]
type = RemoveExplod
triggerall = AnimElemTime(6) >= 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
ID = 2063
IgnoreHitPause = 1



[State 剣オーラ1]
type = Explod
triggerall = AnimElemTime(3) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2071
PosType 		= p1
Facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 2071
[State 剣オーラ2]
type = Explod
triggerall = AnimElemTime(5) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2072
PosType 		= p1
Facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 2072
[State 剣オーラ3]
type = Explod
triggerall = AnimElemTime(6) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2073
PosType 		= p1
Facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 2073
[State 剣オーラ4]
type = Explod
triggerall = AnimElemTime(7) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2074
PosType 		= p1
Facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 0
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 2074


[State 消去　剣オーラ1]
type = RemoveExplod
triggerall = AnimElemTime(5) >= 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
ID = 2071
IgnoreHitPause = 1
[State 消去　剣オーラ2]
type = RemoveExplod
triggerall = AnimElemTime(6) >= 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
ID = 2072
IgnoreHitPause = 1
[State 消去　剣オーラ3]
type = RemoveExplod
triggerall = AnimElemTime(7) >= 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
ID = 2073
IgnoreHitPause = 1
[State 消去　剣オーラ4]
type = RemoveExplod
triggerall = AnimElemTime(8) >= 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
ID = 2074
IgnoreHitPause = 1
;エフェクト-----------------------

[State voiceカゲスキ]
type = PlaySnd
triggerall = AnimElemTime(3) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
value = s113,2
channel = 0
IgnoreHitPause = 1
Persistent = 0

[State 攻撃カゲシキ]
type = HitDef
triggerall = !MoveContact && !MoveReversed
;triggerall = AnimElem = 2 || AnimElem = 3
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
attr 				= C, SA
damage 				= Ceil(fvar(10)*144 +ifelse(fvar(10),var(49)*5,0)),Ceil(fvar(10)*14)
animtype 			= Hard
getpower 			= ceil(75*fvar(21)),ceil(75*fvar(21))
givepower 			= 100,100
guardflag 			= L
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,12
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= -20,floor(p2dist y-20)
ground.type 		= Low
air.type 			= Low

pausetime 			= 0,20+var(36)
ground.slidetime	= 23	;(省略時0)
ground.hittime 		= 24	;(省略時0)
air.hittime 		= 29	;(省略時20)
guard.pausetime 	= 0,20
guard.slidetime 	= 23						;(省略時guard.hittime)
guard.hittime 		= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 			= 0,-5.5
guard.velocity 				= -1.5
air.velocity 				= 0,-5.2
guard.cornerpush.veloff 	= -25

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

guard.kill 			= 0
ID 					= 2001

[State seジュイーン3]
type = PlaySnd
trigger1 = MoveHit
value = s2,2
channel = 12
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------
[State 必殺　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)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 2001
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+40),floor(p2dist y-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,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;戻りエフェクト--------------------
[State 戻りエフェクト1]
type = Explod
triggerall = AnimElemTime(6) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2081
Postype 		= P1
facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト2]
type = Explod
triggerall = AnimElemTime(7) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2082
Postype 		= P1
facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト3]
type = Explod
triggerall = AnimElemTime(7) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2083
Postype 		= P1
facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 戻りエフェクト4]
type = Explod
triggerall = AnimElemTime(7) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
Anim 			= 2084
Postype 		= P1
facing 			= ifelse(Anim = 2001 || Anim = 8001 || Anim = 18001,1,-1)
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;戻りエフェクト--------------------

[State アタックディスト]
type = AttackDist
triggerall = AnimElemTime(4) < 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
value = const(size.attack.dist)
IgnoreHitPause = 1
[State アタックディスト]
type = AttackDist
triggerall = AnimElemTime(4) >= 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
value = 0
IgnoreHitPause = 1

[State 状態]
type = StateTypeSet
triggerall = AnimElemTime(5) = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
physics = C

[State 11へ]
type = ChangeState
triggerall = Animtime = 0
trigger1 = Anim = 2001 || Anim = 8001 || Anim = 18001
trigger2 = Anim = 2002 || Anim = 8002 || Anim = 18002
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 5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 311
[State 5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 312
[State 2E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 315
[State 2E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 316

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

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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper 影宿突進中エフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用
;Var(4)	トランス用フェードアウトスイッチ

[Statedef 2050]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 2050
SprPriority = 2

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

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

[State ポス]
type = PosSet
trigger1 = Root,StateNo = 2000
x = (Parent,Pos X)+5*root,facing
y = (Parent,Pos Y)-30

[State seびりびり]
type = PlaySnd
trigger1 = time = 0
value = s51,0
channel = 1

[State 突進中のseびりびりストップ]
type = StopSnd
trigger1 = Root,MoveContact
channel = 1
IgnoreHitPause = 1
Persistent = 0
[State Sフェードアウトスイッチ]
type = VarSet
Trigger1 = Root,StateNo = 2000 && (Root,Anim = 2000 || Root,Anim = 8000 || Root,Anim = 18000) && Root,AnimElem = 10
trigger2 = Root,StateNo = 2000 && (Root,Anim = 2001 || Root,Anim = 8001 || Root,Anim = 18001)
trigger3 = Root,StateNo = 2000 && (Root,Anim = 2002 || Root,Anim = 8002 || Root,Anim = 18002)
var(4) = 1
IgnoreHitPause = 1
persistent = 0
[State Sフェードアウトスイッチ]
type = VarSet
Trigger1 = Root,StateNo != 2000
var(4) = 2
IgnoreHitPause = 1
persistent = 0

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

[State Sフェードアウト]
type = VarAdd
Trigger1 = var(4) = 1
var(0) = -12
IgnoreHitPause = 1
persistent = 1
[State Sフェードアウト]
type = VarAdd
Trigger1 = var(4) = 2
var(0) = -32
IgnoreHitPause = 1
persistent = 1

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

[State デス]
type = DestroySelf
trigger1 = var(0) < 0

;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;逝斬
;---------------------------------------------------------------------------
[Statedef 2100]
type 		= A
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 2100
ctrl 		= 0
PowerAdd 	= ceil(25*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 = AnimElemTime(5) <= 0
value = SCA
time = 1

[State クヌギ攻撃力増]
type = VarSet
trigger1 = time = 0
var(49) = var(48)
IgnoreHitPause = 1
Persistent = 0

[State クヌギリセット]
type = VarSet
trigger1 = time = 0
var(48) = 0
IgnoreHitPause = 1
Persistent = 0

[State 剣閃エフェ]
Type = Helper
trigger1 = time = 0
StateNo 		= 2160
ID 				= 2100
name 			= "Efect"
PosType 		= P1
;PauseMoveTime 	= ifelse(var(35),var(35),0)
PauseMoveTime 	= 999999999999999
SuperMoveTime 	= 999999999999999
IgnoreHitPause = 1
Persistent = 0

;エフェクト-----------------------
[State 剣オーラ1]
type = Explod
trigger1 = AnimElemTime(2) = 0
Anim 			= 2151+((anim=8100)*6000)+((anim=18100)*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 = 2151

[State 逝斬　剣オーラ1]
type = removeExplod
trigger1 = AnimElemTime(7) = 0
ID = 2151

;エフェクト-----------------------

[State seジュイーン3]
type = PlaySnd
trigger1 = AnimElem = 5
value = s2,2
channel = 12

[State voiceセイザン]
type = PlaySnd
trigger1 = AnimElem = 5
value = s114,6
channel = 0

[State 攻撃セイザン]
type = HitDef
trigger1 = AnimElem = 5
attr 				= A, SA
damage 				= Ceil(fvar(10)*144 +ifelse(fvar(10),var(49)*5,0)),Ceil(fvar(10)*14)
animtype 			= Hard
getpower 			= ceil(75*fvar(21)),ceil(75*fvar(21))
givepower 			= 100,100
guardflag 			= HA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,12
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2+ifelse(p2dist X>0,-50,10)) ,floor(p2dist y/2-50)
ground.type 		= High

pausetime 			= 30,30+var(36)
ground.slidetime	= 23	;(省略時0)
ground.hittime 		= 24	;(省略時0)
air.hittime 		= 29	;(省略時20)
guard.pausetime		= 15,15
guard.slidetime 	= 23						;(省略時guard.hittime)
guard.hittime 		= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity 	= ifelse(P2Dist X > 0,-1.0,0.8),15.0
guard.velocity 		= ifelse(P2Dist X > 0,-4.0,3.5)
air.velocity 		= ifelse(P2Dist X > 0,-1.0,0.8),15.0
airguard.velocity 	= ifelse(P2Dist X > 0,-1.2,1.0),-2.0


yaccel 				= 0.44
fall 				= 1
fall.recover 		= 0
fall.recovertime	= Ceil(fvar(20)*56+30)
guard.kill 			= 0
P2facing 			= 1
ID 					= 2100
;P2StateNo 			= 2105

PalFX.Time 			= ifelse(var(36),var(36)+15,0)
PalFX.Mul 			= 150, 150, 150

;ステ取らずに跳ねさす　各攻撃のhitflagにDを追加test
;fall.xvelocity 		= -0.5
;fall.yvelocity 		= -8.0
;fall.envshake.time 	= 8
;fall.envshake.freq 	= 90
;fall.envshake.ampl 	= -6
;fall.envshake.phase = 90


[State 相手ロック]
type = TargetState
triggerall = MoveHit
triggerall = P2MoveType = H
triggerall = NumTarget(2100)
triggerall = !Target(2100),IsHelper
trigger1 = target,StateNo = 5000
trigger2 = target,StateNo = 5010
trigger3 = target,StateNo = 5020
value = 2105
ID = 2100
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク--------------------
[State 必殺　斬スパーク]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget
trigger1 = target,time=0 && (target,stateno = 2105)
StateNo 			= ifelse(var(51)=1,20300,ifelse(var(51)=2,20500,20700))
ID 					= 2100
name 				= "Hit_Spark"
PosType 			= P1
Pos 				= floor(p2dist x/2+ifelse(p2dist X>0,50,-50)) ,floor(p2dist y/2-93)
;Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State セイザン専用ほこり5]
Type = Helper
trigger1 = var(51) = 2
trigger1 = MoveHit
trigger1 = NumTarget
trigger1 = target,time=0 && (target,stateno = 2105)
StateNo 		= 20505
ID 				= 20505
name 			= "dust5"
PosType 		= P1
Pos 			= floor(p2dist x/2+ifelse(p2dist X>0,50,-50)) ,floor(p2dist y/2-93)
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State セイザン専用ほこり9]
Type = Helper
trigger1 = var(51) = 2
trigger1 = MoveHit
trigger1 = NumTarget
trigger1 = target,time=0 && (target,stateno = 2105)
StateNo 		= 20506
ID 				= 20506
name 			= "dust9"
PosType 		= P1
Pos 			= floor(p2dist x/2+ifelse(p2dist X>0,50,-50)) ,floor(p2dist y/2-93)
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 			= "Efect"
PosType 		= P2
Pos 			= 5,-40
SuperMoveTime =	 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 重力]
type = Gravity
trigger1 = AnimElemTime(7) >= 1

[State コントロール]
type = CtrlSet
trigger1 = AnimElemTime(10) = 0
value = 1

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

[State テンザ着地へ]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = Ifelse(ctrl,52,1330)

;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_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

;エフェクト消去----------------------


;---------------------------------------------------------------------------
;逝斬喰らった相手
;---------------------------------------------------------------------------
[Statedef 2105]
type 		= A
movetype 	= H
physics 	= N
VelSet 		= 0,0
ctrl 		= 0

[State アニメ]
type = ChangeAnim
trigger1 = !HitShakeOver
value = 5030
persistent = 1

[State アニメ]
type = ChangeAnim
trigger1 = HitShakeOver
value = 5050
persistent = 0

[State 速度]
type = VelSet
trigger1 = HitShakeOver
x = -1
y = 15
persistent = 0

[State 加速度]
type = VelAdd
trigger1 = HitShakeOver
y = 0.44
persistent = 1

[State バウンドへ] ;Hit ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 2106

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 2106]
type 		= L
movetype 	= H
physics 	= N

[State 5120, 3]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 0

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

[State 405]
type = EnvShake
trigger1 = time = 0
time = 8
freq = 90
ampl = -6
phase = 90

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelSet
trigger1 = Time = 0
x = 0

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 2107

;---------------------------------------------------------------------------
;逝斬喰らった相手(跳ね返り)
;---------------------------------------------------------------------------
[Statedef 2107]
type 		= A
movetype 	= H
physics 	= N
VelSet 		= 0,0
ctrl 		= 0

[State アニメ]
type = ChangeAnim
trigger1 = Time = 0
value = 5100

[State アニメ]
type = ChangeAnim
trigger1 = Time = 5
value = 5160

[State 速度]
type = VelSet
trigger1 = Time = 5
x = -1
y = -7.5

[State 加速度]
type = VelAdd
trigger1 = Time >= 5
y = 0.44

[State ステ返す]
type = selfstate
triggerall = time >= 5
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
;triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = Command = "a"
trigger3 = Command = "b"
trigger4 = Command = "c"
trigger5 = Command = "x"
trigger6 = Command = "y"
trigger7 = Command = "z"
trigger8 = Command = "start"
value = 5200

[State ステ返す]
type = selfstate
triggerall = time >= 5
triggerall = Vel Y > 2
triggerall = alive
;triggerall = CanRecover
trigger1 = Command = "recovery"
trigger2 = Command = "a"
trigger3 = Command = "b"
trigger4 = Command = "c"
trigger5 = Command = "x"
trigger6 = Command = "y"
trigger7 = Command = "z"
trigger8 = Command = "start"
value = 5210

[State ステ返す　ダウンへ] ;Hit ground
;type = ChangeState
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
;value = 19002
value = 5110

;---------------------------------------------------------------------------
;helper 逝斬剣閃エフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用
;var(4)	消滅フラグ
;var(11)親アニメ判別用
;var(35)タイム代用
;fvar(0)サイズ用

[Statedef 2160]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 12000
SprPriority = 2

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

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

[State 消滅フラグ]
type = VarSet
trigger1 = var(11) = 2100  && var(35) >= 13
trigger2 = var(11) = 8100  && var(35) >= 12
trigger3 = var(11) = 18100 && var(35) >= 10
trigger4 = !(Root,StateNo = 2100)
var(4) = 1
persistent = 0

[State タイム代用]
type = VarSet
trigger1 = Root,StateNo = 2100
var(35) = root,time
[State タイム代用]
type = VarAdd
trigger1 = !(Root,StateNo = 2100)
var(35) = 1

[State 親アニメ判別]
type = VarSet
trigger1 = time = 0
var(11) = root,Anim

[State ポス]
type = PosSet
trigger1 = var(4) = 0
x = Parent,Pos X +9*root,facing
y = Parent,Pos Y -70

[State アニメelem1]
type = ChangeAnim
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 5
trigger2 = var(11) = 8100  && var(35) = 4
trigger3 = var(11) = 18100 && var(35) = 3
value = 2161
persistent = 0
[State アニメelem2]
type = ChangeAnim
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 7
trigger2 = var(11) = 8100  && var(35) = 6
trigger3 = var(11) = 18100 && var(35) = 4
value = 2162
persistent = 0
[State アニメelem3]
type = ChangeAnim
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 9
trigger2 = var(11) = 8100  && var(35) = 8
trigger3 = var(11) = 18100 && var(35) = 6
value = 2163
persistent = 0
[State アニメelem4]
type = ChangeAnim
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 11
trigger2 = var(11) = 8100  && var(35) = 10
trigger3 = var(11) = 18100 && var(35) = 8
value = 2164
persistent = 0

[State 消滅アニメ]
type = ChangeAnim
trigger1 = var(4) = 1
value = 2165
persistent = 0

;サイズ
[State サイズXY]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0

[State 時間経過]
type = VarAdd
trigger1 = Anim = 2165
trigger1 = AnimElemTime(2) >= 3
fvar(0) = 0.03

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

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

[State Sフェードアウト]
type = VarAdd
trigger1 = Anim = 2165
trigger1 = AnimElemTime(2) >= 2
var(0) = -26

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



;びりびりエフェ-------------------
[State クヌギスパーク]
Type = Helper
Trigger1 = time = 0
StateNo 		= 2166
ID 				= 2166
name 			= "kunugi spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

;====================================スパーク中

[State スパーク中1a]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(35) = 1
StateNo 		= 2170
ID 				= 2171
name 			= "M spark1a"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク中1b]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(35) = 2
StateNo 		= 2170
ID 				= 2171
name 			= "M spark1b"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク中2]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 7
trigger2 = var(11) = 8100  && var(35) = 6
trigger3 = var(11) = 18100  && var(35) = 5
StateNo 		= 2170
ID 				= 2172
name 			= "M spark2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク中3]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 9
trigger2 = var(11) = 8100  && var(35) = 8
trigger3 = var(11) = 18100 && var(35) = 7
StateNo 		= 2170
ID 				= 2173
name 			= "M spark3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク中4]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 11
trigger2 = var(11) = 8100  && var(35) = 10
trigger3 = var(11) = 18100 && var(35) = 8
StateNo 		= 2170
ID 				= 2174
name 			= "M spark4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク中5]
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 12
trigger2 = var(11) = 8100  && var(35) = 11
trigger3 = var(11) = 18100 && var(35) = 9
StateNo 		= 2170
ID 				= 2175
name 			= "M spark5"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク中6a]
Type = Helper
trigger1 = Anim = 2165
trigger1 = AnimElemTime(1) = 2
StateNo 		= 2170
ID 				= 2176
name 			= "M spark6a"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク中6b]
Type = Helper
trigger1 = Anim = 2165
trigger1 = AnimElemTime(2) = 1
StateNo 		= 2170
ID 				= 2176
name 			= "M spark6b"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;====================================スパーク大

[State スパーク大1];細
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 5
trigger2 = var(11) = 8100  && var(35) = 4
trigger3 = var(11) = 18100 && var(35) = 2
StateNo 		= 2180
ID 				= 2181
name 			= "L spark1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク大2];細
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 7
trigger2 = var(11) = 8100  && var(35) = 6
trigger3 = var(11) = 18100 && var(35) = 4
StateNo 		= 2180
ID 				= 2182
name 			= "L spark2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク大3];大クロス
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 10
trigger2 = var(11) = 8100  && var(35) = 9
trigger3 = var(11) = 18100 && var(35) = 6
StateNo 		= 2180
ID 				= 2183
name 			= "L spark3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク大4];大クロス
Type = Helper
triggerall = var(4) = 0
trigger1 = var(11) = 2100  && var(35) = 11
trigger2 = var(11) = 8100  && var(35) = 10
trigger3 = var(11) = 18100 && var(35) = 7
StateNo 		= 2180
ID 				= 2184
name 			= "L spark4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State スパーク大5];ランダム
Type = Helper
trigger1 = var(11) = 2100  && var(35) = 13
trigger2 = var(11) = 8100  && var(35) = 12
trigger3 = var(11) = 18100 && var(35) = 9
StateNo 		= 2180
ID 				= 2185
name 			= "L spark5"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;====================================スパーク小
[State スパーク小1]
Type = Helper
trigger1 = var(4) = 0
trigger1 = var(35) = 4
StateNo 		= 2190
ID 				= 2191
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State スパーク小2]
Type = Helper
trigger1 = var(4) = 0
trigger1 = var(35) = 4
StateNo 		= 2190
ID 				= 2192
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State スパーク小3]
Type = Helper
trigger1 = var(4) = 0
trigger1 = var(35) = 4
StateNo 		= 2190
ID 				= 2193
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

[State スパーク小4]
Type = Helper
trigger1 = Anim = 2165
trigger1 = AnimElemTime(2) = 3
StateNo 		= 2190
ID 				= 2194
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State スパーク小5]
Type = Helper
trigger1 = Anim = 2165
trigger1 = AnimElemTime(2) = 2
StateNo 		= 2190
ID 				= 2195
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State スパーク小6]
Type = Helper
trigger1 = Anim = 2165
trigger1 = AnimElemTime(2) = 1
StateNo 		= 2190
ID 				= 2196
name 			= "S spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

;びりびりエフェ-------------------

[State デス]
Type = DestroySelf
triggerall = NumHelper(2171) = 0
triggerall = NumHelper(2172) = 0
triggerall = NumHelper(2173) = 0
triggerall = NumHelper(2174) = 0
triggerall = NumHelper(2175) = 0
triggerall = NumHelper(2176) = 0
triggerall = NumHelper(2181) = 0
triggerall = NumHelper(2182) = 0
triggerall = NumHelper(2183) = 0
triggerall = NumHelper(2184) = 0
triggerall = NumHelper(2185) = 0
triggerall = NumHelper(2191) = 0
triggerall = NumHelper(2192) = 0
triggerall = NumHelper(2193) = 0
triggerall = NumHelper(2194) = 0
triggerall = NumHelper(2195) = 0
triggerall = NumHelper(2196) = 0
trigger1 = var(0) <= 0
trigger1 = Anim = 2165

;---------------------------------------------------------------------------
;helper セイザンクヌギスパーク
;---------------------------------------------------------------------------
;var(5) ポスX
;var(6) ポスY
;fvar(0)サイズ

[Statedef 2166]
type 		= A
Movetype 	= I
physics 	= N
anim 		= 2166
SprPriority = 4

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

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

;ポス
[State ポスX]
type = VarSet
trigger1 = time = 0
var(5) = -23
[State ポスY]
type = VarSet
trigger1 = time = 0
var(6) = -2
[State ポス]
type = PosSet
trigger1 = time = 0
x = Parent,Pos X+var(5)*root,facing
y = Parent,Pos Y+var(6)

;サイズ
[State サイズXY]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0

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

;角度
[State 角度]
type = AngleSet
trigger1 = time = 0
value = random%360

;トランス　デス

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

[State デス]
Type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;helper セイザンびりびりスパーク中
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2) 角度
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 2170]
type 		= A
Movetype 	= I
physics 	= N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = IsHelper(2171) && random%2 = 0
trigger2 = IsHelper(2172)
trigger3 = IsHelper(2173)
trigger4 = IsHelper(2174)
trigger5 = IsHelper(2175) && random%2 = 0
trigger6 = IsHelper(2176) && random%2 = 0
persistent = 0

;ポス
[State ポスXY]
type = null
triggerall = time = 0
trigger1 = IsHelper(2171)
trigger1 = var(5) := -23
trigger1 = var(6) := -2
trigger2 = IsHelper(2172)
trigger2 = var(5) := 60
trigger2 = var(6) := -60
trigger3 = IsHelper(2173)
trigger3 = var(5) := 50
trigger3 = var(6) := 55
trigger4 = IsHelper(2174)
trigger4 = var(5) := -60
trigger4 = var(6) := 50
trigger5 = IsHelper(2175)
trigger5 = var(5) := (random%120)-60
trigger5 = var(6) := (random%120)-60
trigger6 = IsHelper(2176)
trigger6 = var(5) := (random%80)-40
trigger6 = var(6) := (random%80)-40

[State ポス]
type = PosSet
trigger1 = time = 0
x = Parent,Pos X+var(5)*root,facing
y = Parent,Pos Y+var(6)

;アニメ
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(2171)
trigger2 = IsHelper(2172)
trigger3 = IsHelper(2173)
trigger4 = IsHelper(2174)
trigger5 = IsHelper(2175)
value = 20555

[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(2176)
value = 20566

;サイズ
[State サイズXY]
type = null
trigger1 = IsHelper(2171)
trigger1 = fvar(1) := 0.5
trigger1 = fvar(2) := 1.2
trigger2 = IsHelper(2172)
trigger2 = fvar(1) := 0.9
trigger2 = fvar(2) := 1.1
trigger3 = IsHelper(2173)
trigger3 = fvar(1) := 0.8
trigger3 = fvar(2) := 1.2
trigger4 = IsHelper(2174)
trigger4 = fvar(1) := 0.6
trigger4 = fvar(2) := 1.1
trigger5 = IsHelper(2175)
trigger5 = fvar(1) := 0.5
trigger5 = fvar(2) := 1.0
trigger6 = IsHelper(2176)
trigger6 = fvar(1) := 0.5
trigger6 = fvar(2) := 1.0

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

;角度
[State 角度]
type = null
trigger1 = IsHelper(2171)
trigger1 = var(2) := random%360
trigger2 = IsHelper(2172)
trigger2 = var(2) := -35
trigger3 = IsHelper(2173)
trigger3 = var(2) := -130
trigger4 = IsHelper(2174)
trigger4 = var(2) := -45
trigger5 = IsHelper(2175)
trigger5 = var(2) := random%360
trigger6 = IsHelper(2176)
trigger6 = var(2) := random%360

[State 角度]
type = AngleSet
trigger1 = time = 0
value = var(2)

[State アニメストップ]
type = ChangeAnim
trigger1 = root,HitPauseTime
value = anim
elem = AnimElemNo(0)
IgnoreHitPause = 1

;トランス　デス
[State Sトランス]
type = null
triggerall = time = 0
trigger1 = IsHelper(2171)
trigger1 = var(0) := 196
trigger2 = IsHelper(2172)
trigger2 = var(0) := 196
trigger3 = IsHelper(2173)
trigger3 = var(0) := 196
trigger4 = IsHelper(2174)
trigger4 = var(0) := 196
trigger5 = IsHelper(2175)
trigger5 = var(0) := 196
trigger6 = IsHelper(2176)
trigger6 = var(0) := 196

[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20555 || anim = 20557 || anim = 20565 || anim = 20567
trigger1 = AnimElemTime(3) >= 1
trigger2 = anim = 20556 || anim = 20566
trigger2 = AnimElemTime(2) >= 1
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper セイザンびりびりスパーク大
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2) 角度
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 2180]
type 		= A
Movetype 	= I
physics 	= N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = IsHelper(2181)
trigger2 = IsHelper(2182)
trigger3 = IsHelper(2183)
trigger4 = IsHelper(2184)
trigger5 = IsHelper(2185) && random%2 = 0
persistent = 0

;ポス
[State ポスXY]
type = null
triggerall = time = 0
trigger1 = IsHelper(2181)
trigger1 = var(5) := (random%40)-20
trigger1 = var(6) := (random%40)-20
trigger2 = IsHelper(2182)
trigger2 = var(5) := (random%40)-20
trigger2 = var(6) := (random%40)-20
trigger3 = IsHelper(2183)
trigger3 = var(5) := -23;(random%40)-20
trigger3 = var(6) := 10 ;(random%40)-20
trigger4 = IsHelper(2184)
trigger4 = var(5) := -23;(random%40)-20
trigger4 = var(6) := 10 ;(random%40)-20
trigger5 = IsHelper(2185)
trigger5 = var(5) := (random%40)-20
trigger5 = var(6) := (random%40)-20

[State ポス]
type = PosSet
trigger1 = time = 0
x = Parent,Pos X+var(5)*root,facing
y = Parent,Pos Y+var(6)

;アニメ
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(2181)
trigger2 = IsHelper(2182)
trigger3 = IsHelper(2184)
value = 20556

[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(2183)
value = 20555

[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(2185)
value = 20557

;サイズ
[State サイズXY]
type = null
trigger1 = IsHelper(2181)
trigger1 = fvar(1) := 0.5
trigger1 = fvar(2) := 1.2;+(random%5)*0.1
trigger2 = IsHelper(2182)
trigger2 = fvar(1) := 0.5
trigger2 = fvar(2) := 1.3;+(random%5)*0.1
trigger3 = IsHelper(2183)
trigger3 = fvar(1) := 1.0
trigger3 = fvar(2) := 1.5;+(random%5)*0.1
trigger4 = IsHelper(2184)
trigger4 = fvar(1) := 1.0
trigger4 = fvar(2) := 1.5;+(random%5)*0.1
trigger5 = IsHelper(2185)
trigger5 = fvar(1) := 0.5
trigger5 = fvar(2) := 1.3;+(random%5)*0.1

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

;角度
[State 角度]
type = null
trigger1 = IsHelper(2181)
trigger1 = var(2) := -45
trigger2 = IsHelper(2182)
trigger2 = var(2) := 45
trigger3 = IsHelper(2183)
trigger3 = var(2) := 90
trigger4 = IsHelper(2184)
trigger4 = var(2) := 180
trigger5 = IsHelper(2185)
trigger5 = var(2) := 1+random%360

[State 角度]
type = AngleSet
trigger1 = time = 0
value = var(2)

[State アニメストップ]
type = ChangeAnim
trigger1 = root,HitPauseTime
value = anim
elem = AnimElemNo(0)
IgnoreHitPause = 1

;トランス　デス
[State Sトランス]
type = null
triggerall = time = 0
trigger1 = IsHelper(2181)
trigger1 = var(0) := 196
trigger2 = IsHelper(2182)
trigger2 = var(0) := 196
trigger3 = IsHelper(2183)
trigger3 = var(0) := 196
trigger4 = IsHelper(2184)
trigger4 = var(0) := 196
trigger5 = IsHelper(2185)
trigger5 = var(0) := 196

[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20555 || anim = 20557 || anim = 20565 || anim = 20567
trigger1 = AnimElemTime(3) >= 1
trigger2 = anim = 20556 || anim = 20566
trigger2 = AnimElemTime(2) >= 1
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper セイザンびりびりスパーク小
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2) 角度
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 2190]
type 		= A
Movetype 	= I
physics 	= N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = random%2 = 0
persistent = 0

;ポス
[State ポスXY]
type = null
triggerall = time = 0
trigger1 = IsHelper(2191) || IsHelper(2194)
trigger1 = var(5) := 45+(random%30)
trigger1 = var(6) := -70+(random%30)
trigger2 = IsHelper(2192) || IsHelper(2195)
trigger2 = var(5) := 35+(random%30)
trigger2 = var(6) := 20+(random%30)
trigger3 = IsHelper(2193) || IsHelper(2196)
trigger3 = var(5) := -75+(random%30)
trigger3 = var(6) := 30+(random%30)

[State ポス]
type = PosSet
trigger1 = time = 0
x = Parent,Pos X+var(5)*root,facing
y = Parent,Pos Y+var(6)

;アニメ
[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(random%2=0,20556+random%2,20566+random%2)

;サイズ
[State X]
type = VarSet
trigger1 = time = 0
fvar(1) = 0.3
[State Y]
type = VarSet
trigger1 = time = 0
fvar(2) = 0.5

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

;角度
[State 角度]
type = VarSet
trigger1 = time = 0
var(2) = random%360

[State 角度]
type = AngleSet
trigger1 = time = 0
value = var(2)

[State アニメストップ]
type = ChangeAnim
trigger1 = root,HitPauseTime
value = anim
elem = AnimElemNo(0)
IgnoreHitPause = 1

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

[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20555 || anim = 20557 || anim = 20565 || anim = 20567
trigger1 = AnimElemTime(3) >= 1
trigger2 = anim = 20556 || anim = 20566
trigger2 = AnimElemTime(2) >= 1
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0


;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;枯霊
;---------------------------------------------------------------------------
[Statedef 2200]
type 		= S
movetype 	= A
physics 	= S
VelSet 		= 0,0
anim 		= 2200
ctrl 		= 0
PowerAdd 	= ceil(25*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 クヌギ攻撃力増]
type = VarSet
trigger1 = time = 0
var(49) = var(48)
IgnoreHitPause = 1
Persistent = 0

[State クヌギリセット]
type = VarSet
trigger1 = time = 0
var(48) = 0
IgnoreHitPause = 1
Persistent = 0

[State seジュイーン]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(12) = 0
value = s2,0
channel = 12

;エフェクト-----------------------
;+((anim=8200)*6000)+((anim=18200)*16000)
[State 剣閃エフェクト1]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= 2251+((anim=8200)*6000)+((anim=18200)*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 = 2251
[State 剣閃エフェクト2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= 2252+((anim=8200)*6000)+((anim=18200)*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 = 2252
[State 戻りエフェクト1]
type = Explod
trigger1 = AnimElemTime(8) = 0
Anim 			= 2253
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 2253

[State 剣閃エフェクト3]
type = Explod
trigger1 = AnimElemTime(12) = 0
Anim 			= 2254+((anim=8200)*6000)+((anim=18200)*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 = 2254
[State 剣閃エフェクト4]
type = Explod
trigger1 = AnimElemTime(13) = 0
Anim 			= 2255+((anim=8200)*6000)+((anim=18200)*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 = 2255
[State 戻りエフェクト2]
type = Explod
trigger1 = AnimElemTime(15) = 0
Anim 			= 2256
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 2256

[State 消去　剣閃エフェクト1]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 2251
IgnoreHitPause = 1
[State 消去　剣閃エフェクト3]
type = RemoveExplod
trigger1 = AnimElemTime(13) >= 0
ID = 2254
IgnoreHitPause = 1

[State 剣オーラ1]
type = Explod
trigger1 = AnimElemTime(3) = 0
Anim 			= 2261+((anim=8200)*6000)+((anim=18200)*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 = 2261
[State 剣オーラ2]
type = Explod
trigger1 = AnimElemTime(6) = 0
Anim 			= 2262+((anim=8200)*6000)+((anim=18200)*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 = 2262
[State 剣オーラ3]
type = Explod
trigger1 = AnimElemTime(13) = 0
Anim 			= 2263+((anim=8200)*6000)+((anim=18200)*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 = 2263

[State 消去　剣オーラ1]
type = RemoveExplod
trigger1 = AnimElemTime(6) >= 0
ID = 2261
IgnoreHitPause = 1
[State 消去　剣オーラ2]
type = RemoveExplod
trigger1 = AnimElemTime(13) >= 0
ID = 2262
IgnoreHitPause = 1

;エフェクト-----------------------

[State 攻撃コダマ1Hit目]
type = HitDef
trigger1 = AnimElem = 5
attr 				= S, SA
damage 				= Ceil(fvar(10)*61 +ifelse(fvar(10),var(49)*1,0)),Ceil(fvar(10)*6)
animtype 			= Hard
getpower 			= ceil(25*fvar(21)),ceil(25*fvar(21))
givepower 			= 25,25
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,4
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,1,-1)
sparkxy 			= floor(p2dist x/2-40) ,floor(p2dist y/2-30)
ground.type 		= Low

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

ground.velocity 	= -2.8
air.velocity 		= -1.2,-4.0

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*30+9)

guard.kill 			= 0
ID 					= 2201

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

[State 攻撃コダマ2Hit目]
type = HitDef
trigger1 = AnimElem = 12
attr 				= S, SA
damage 				= Ceil(fvar(10)*61 +ifelse(fvar(10),var(49)*1,0)),Ceil(fvar(10)*6)
animtype 			= Hard
getpower 			= ceil(25*fvar(21)),ceil(25*fvar(21))
givepower 			= 25,25
guardflag 			= MA
hitflag 			= MAF
priority 			= 3,Hit
hitsound 			= s5,4
guardsound 			= s6,1
sparkno 			= ifelse(var(51) = 0,2,-1)
sparkxy 			= floor(p2dist x/2-40) ,floor(p2dist y/2-80)
ground.type 		= High
air.type 			= Low

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

ground.velocity 	= -3.0
air.velocity 		= -1.2,-4.0

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime	= Ceil(fvar(20)*30+9)

guard.kill 			= 0
ID 					= 2202

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

[State 飛び道具相殺用ヘルパー1]
Type = Helper
trigger1 = AnimElemTime(5) = 0
StateNo 		= 2205
ID 				= 2205
name 			= "vsP"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State 飛び道具相殺用ヘルパー2]
Type = Helper
trigger1 = AnimElemTime(12) = 0
StateNo 		= 2205
ID 				= 2206
name 			= "vsP"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 飛び道具発生]
Type = Helper
trigger1 = AnimElemTime(12) = 1
StateNo 		= 2210
ID 				= 2210
name 			= "Efect"
PosType 		= P1
Pos 			= 52,-60
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------
[State 必殺　斬スパーク1]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget(2201)
trigger1 = target(2201),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(var(51)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 2200
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+30) ,floor(p2dist y/2-40)
;Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 必殺　斬スパーク2]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = MoveHit
trigger1 = NumTarget(2202)
trigger1 = target(2202),time=0 && (target,stateno = 5000 || target,stateno = 5010 || target,stateno = 5020 || target,stateno=5070 || target,stateno = 5080)
StateNo 		= ifelse(var(51)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 2201
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2+35) ,floor(p2dist y/2-75)
;Ownpal 			= 1
PauseMoveTime 	= 999999999999
SuperMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク1]
Type = Helper
trigger1 = MoveGuarded
trigger1 = time = [4,5]
StateNo 		= 10050
ID 				= 10050
name 			= "Efect"
PosType 		= P2
Pos 			= 0,-55
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State ガードスパーク2]
Type = Helper
trigger1 = MoveGuarded
trigger1 = time = [14,15]
StateNo 		= 10050
ID 				= 10050
name 			= "Efect"
PosType 		= P2
Pos 			= 0,-75
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

;びりびりエフェ-------------------

[State スパーク1]
Type = Helper
Trigger1 = AnimElemTime(3) = 1
StateNo 		= 2270
ID 				= 2271
name 			= "spark1"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク2]
Type = Helper
Trigger1 = AnimElemTime(5) = 1
StateNo 		= 2270
ID 				= 2272
name 			= "spark2"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク3]
Type = Helper
Trigger1 = AnimElemTime(6) = 1
StateNo 		= 2270
ID 				= 2273
name 			= "spark3"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク4]
Type = Helper
Trigger1 = AnimElemTime(7) = 1
StateNo 		= 2270
ID 				= 2274
name 			= "spark4"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク5]
Type = Helper
Trigger1 = AnimElemTime(9) = 1
StateNo 		= 2270
ID 				= 2275
name 			= "spark5"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク6]
Type = Helper
Trigger1 = AnimElemTime(10) = 1
StateNo 		= 2270
ID 				= 2276
name 			= "spark6"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク7]
Type = Helper
Trigger1 = AnimElemTime(13) = 1
StateNo 		= 2270
ID 				= 2277
name 			= "spark7"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク8]
Type = Helper
Trigger1 = AnimElemTime(13) = 2
StateNo 		= 2270
ID 				= 2278
name 			= "spark8"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク9]
Type = Helper
Trigger1 = AnimElemTime(15) = 1
StateNo 		= 2270
ID 				= 2279
name 			= "spark9"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0
;びりびりエフェ-------------------

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

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

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

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

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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;helper 枯霊　飛び道具相殺用ヘルパー
;---------------------------------------------------------------------------

[Statedef 2205]
type 		= S
physics 	= N
anim 		= 2205
ctrl 		= 0

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

[State 無敵]
type = NotHitBy
trigger1 = 1
value = ,AA ,AT
time = 1
[State 飛び道具のみ当たる]
type = HitBy
trigger1 = 1
value = SCA, AP
time = 1

[State 飛び道具の相殺]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 2207
slot = 0
time = 1
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = root,movetype = H
trigger1 = !root,StateNo = 2200

trigger2 = IsHelper(2205) && (root,Anim = 2200 || root,Anim = 8200 || root,Anim = 18200) && root,AnimElemTime(12) >= 0
trigger3 = IsHelper(2206) && (root,Anim = 2200 || root,Anim = 8200 || root,Anim = 18200) && root,AnimElemTime(13) >= 0

;---------------------------------------------------------------------------
;helper 枯霊　飛び道具相殺用ヘルパー消え
;---------------------------------------------------------------------------

[Statedef 2207]
type 	= S
physics = N
ctrl 	= 0
anim 	= 2205

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

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

[State se打]
type = PlaySnd
Trigger1 = time = 0
value = s5,4
channel = 3
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク--------------------
[State コモンスパーク1]
type = GameMakeAnim
trigger1 = root,var(51) = 0
trigger1 = time = 0
trigger1 = IsHelper(2205)
Pos =45,-60
value = 2
IgnoreHitPause = 1
Persistent = 0
[State コモンスパーク2]
type = GameMakeAnim
trigger1 = root,var(51) = 0
trigger1 = time = 0
trigger1 = IsHelper(2206)
Pos =45,-80
value = 2
IgnoreHitPause = 1
Persistent = 0

[State 必殺　斬スパーク1]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = time = 0
trigger1 = IsHelper(2205)
StateNo 		= ifelse(root,var(51)=1,20300,ifelse(root,var(51)=2,20500,20700))
ID 				= 2200
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= 45,-70
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 必殺　斬スパーク2]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = MoveHit
trigger1 = IsHelper(2206)
StateNo 		= ifelse(root,var(51)=1,20300,ifelse(root,var(51)=2,20500,20700))
ID 				= 2201
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= 45,-75
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

[State デス]
type = DestroySelf
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(2201) = 0
trigger1 = time > 30

;---------------------------------------------------------------------------
;helper 枯霊　飛び道具(待機)
;---------------------------------------------------------------------------
[Statedef 2210]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 2210
SprPriority = 2

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

[State 投げに対して無敵]
type = NotHitBy
trigger1 = 1
time = 1
value = , AT

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

[State クヌギ攻撃力増]
type = VarSet
trigger1 = time = 0
var(49) = root,var(49)
IgnoreHitPause = 1
Persistent = 0

;びりびりエフェ-------------------
[State スパーク1]
Type = Helper
Trigger1 = time = 0
StateNo 		= 2215
ID 				= 2215
name 			= "spark1"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク2]
Type = Helper
Trigger1 = time = 0
StateNo 		= 2215
ID 				= 2216
name 			= "spark2"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク3]
Type = Helper
Trigger1 = time = 0
StateNo 		= 2215
ID 				= 2217
name 			= "spark3"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク4]
Type = Helper
Trigger1 = time = 0
StateNo 		= 2215
ID 				= 2218
name 			= "spark4"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
;びりびりエフェ-------------------

[State 攻撃判定発生へ]
type = ChangeState
triggerall = time >= 10
triggerall = Root,var(53) = 0
trigger1 = Root,command != "holda"
trigger1 = Root,command != "holdb"
trigger1 = Root,command != "holdc"
trigger1 = Root,command != "holdx"
trigger1 = Root,command != "holdy"
trigger1 = Root,command != "holdz"
trigger1 = Root,command != "holds"
value = 2211

[State 通常攻撃・飛び道具で相殺]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AP
stateno = 2212
slot = 1
time = 1
IgnoreHitPause = 1

[State 消滅へ]
type = ChangeState
trigger1 = Root,movetype = H
trigger2 = Root,StateNo = [150,155]
trigger3 = RoundState != 2
value = 2212
IgnoreHitPause = 1
Persistent = 0

;[State デス]
;type = DestroySelf
;trigger1 = root,movetype = H

;---------------------------------------------------------------------------
;helper 枯霊　飛び道具(攻撃判定発生)
;---------------------------------------------------------------------------
[Statedef 2211]
type 		= A
Movetype 	= A
physics 	= N
Anim 		= 2211
VelSet 		= 10,0
SprPriority = 2

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

[State 通常攻撃・投げ無敵]
type = NotHitBy
trigger1 = 1
value = , AA, AT
time = 1

[State 飛び道具のみ当たる]
type = HitBy
trigger1 = 1
value = SCA, AP
time = 1

[State 攻撃]
type = HitDef
trigger1 = time >= 1
attr 				= S, SP
damage 				= Ceil(Root,fvar(10)*76 +ifelse(root,fvar(10),var(49)*5,0)),Ceil(Root,fvar(10)*8)
animtype 			= Hard
getpower 			= ceil(50*Root,fvar(21)),ceil(50*Root,fvar(21))
givepower 			= 75,75
guardflag 			= MA
hitflag 			= MAF
priority 			= 4,Hit
hitsound 			= s5,4
guardsound 			= s6,1
sparkno 			= ifelse(root,var(51) = 0,3,-1)
sparkxy 			= 0,floor(p2dist y-50)
ground.type 		= High
air.type 			= Low

pausetime 			= 0,8+root,var(36)
ground.slidetime	= 19	;(省略時0)
ground.hittime 		= 20	;(省略時0)
air.hittime 		= 24	;(省略時20)
guard.pausetime 	= 0,8
guard.slidetime 	= 19						;(省略時guard.hittime)
guard.hittime 		= 20+(P2StateType = A)*4	;(省略時ground.hittime)
guard.ctrltime 		= 20+(P2StateType = A)*4	;(省略時ground.slidetime)

ground.velocity 	= -5.0
air.velocity 		= -2.2,-6.0

yaccel 				= 0.44
Air.fall 			= 1
fall.recover 		= 1
fall.recovertime 	= Ceil(Root,fvar(20)*30+15)
guard.kill 			= 0

;ヒットスパーク--------------------
[State 斬スパーク]
Type = Helper
trigger1 = root,var(51) >= 1
trigger1 = MoveHit
StateNo 		= ifelse(root,var(51)=1,20200,ifelse(root,var(51)=2,20500,20700))
ID 				= 2211
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x/2) ,floor(p2dist y/3-20)
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 30,-70
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

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

[State 基本攻撃力]
type = ParentVarSet
trigger1 = MoveHit
fv = 11
value = Root,fvar(11)*0.83
IgnoreHitPause = 1
persistent = 0

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

[State 飛び道具同士の相殺]
type = HitOverride
trigger1 = 1
attr = SCA, AP
stateno = 2212
slot = 1
time = 1
IgnoreHitPause = 1

[State 消滅へ]
type = ChangeState
trigger1 = MoveContact
value = 2212
IgnoreHitPause = 1

[State デス]
type = DestroySelf
trigger1 = FrontEdgeDist <= -70

;---------------------------------------------------------------------------
;helper 枯霊　飛び道具消滅
;---------------------------------------------------------------------------
[Statedef 2212]
type 		= A
Movetype 	= I
physics 	= N
VelSet 		= 0,0
Anim 		= 2212
SprPriority = 2

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

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

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

;---------------------------------------------------------------------------
;helper 枯霊　飛び道具びりびりスパーク
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2) 角度
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 2215]
type 		= A
Movetype 	= I
physics 	= N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = IsHelper(2216)
trigger2 = IsHelper(2217)
persistent = 0

;ポス
[State ポスXY]
type = null
triggerall = time = 0
trigger1 = IsHelper(2215)
trigger1 = var(5) := -20
trigger1 = var(6) := 20
trigger2 = IsHelper(2216)
trigger2 = var(5) := -10
trigger2 = var(6) := -20
trigger3 = IsHelper(2217)
trigger3 = var(5) := -30
trigger3 = var(6) := -40
trigger4 = IsHelper(2218)
trigger4 = var(5) := -5
trigger4 = var(6) := 40

[State ポス]
type = PosSet
trigger1 = 1
x = Parent,Pos X+var(5)*root,facing
y = Parent,Pos Y+var(6)

;アニメ
[State 待機アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(2215)
value = 20565
[State 待機アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(2217)
trigger2 = IsHelper(2218)
value = 20566
[State 待機アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(2216)
value = 20567

[State 攻撃発生アニメ1]
type = ChangeAnim
triggerall = parent,stateno = 2211
trigger1 = IsHelper(2215)
value = 20555
persistent = 0
[State 攻撃発生アニメ2]
type = ChangeAnim
triggerall = parent,stateno = 2211
trigger1 = IsHelper(2217)
trigger2 = IsHelper(2218)
value = 20556
persistent = 0
[State 攻撃発生アニメ3]
type = ChangeAnim
triggerall = parent,stateno = 2211
trigger1 = IsHelper(2216)
value = 20557
persistent = 0

[State 消滅アニメ]
type = ChangeAnim
triggerall = parent,stateno = 2212
trigger1 = IsHelper(2215)
value = 20565
persistent = 0
[State 消滅アニメ]
type = ChangeAnim
triggerall = parent,stateno = 2212
trigger1 = IsHelper(2217)
trigger2 = IsHelper(2218)
value = 20566
persistent = 0
[State 消滅アニメ]
type = ChangeAnim
triggerall = parent,stateno = 2212
trigger1 = IsHelper(2216)
value = 20567
persistent = 0

[State アニメループ]
type = ChangeAnim
triggerall = parent,stateno = [2210,2211]
trigger1 = Anim = 20555 && AnimElemTime(3) = 12
trigger2 = Anim = 20556 && AnimElemTime(2) = 5
trigger3 = Anim = 20557 && AnimElemTime(3) = 8
trigger4 = Anim = 20565 && AnimElemTime(3) = 12
trigger5 = Anim = 20566 && AnimElemTime(2) = 5
trigger6 = Anim = 20567 && AnimElemTime(3) = 8
value = anim
elem = 1
IgnoreHitPause = 1

;サイズ
[State XY]
type = null
trigger1 = IsHelper(2215)
trigger1 = fvar(1) := 0.5
trigger1 = fvar(2) := 0.6
trigger2 = IsHelper(2216)
trigger2 = fvar(1) := 0.5
trigger2 = fvar(2) := 1.0
trigger3 = IsHelper(2217)
trigger3 = fvar(1) := 0.5
trigger3 = fvar(2) := 0.6
trigger4 = IsHelper(2218)
trigger4 = fvar(1) := 0.5
trigger4 = fvar(2) := 0.5

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

;角度
[State 角度]
type = null
trigger1 = IsHelper(2215)
trigger1 = var(2) := -15
trigger2 = IsHelper(2216)
trigger2 = var(2) := 75
trigger3 = IsHelper(2217)
trigger3 = var(2) := 1+random%360
trigger4 = IsHelper(2218)
trigger4 = var(2) := 1+random%360

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

;トランス　デス
[State Sトランス]
type = null
triggerall = time = 0
trigger1 = IsHelper(2215)
trigger1 = var(0) := 128
trigger2 = IsHelper(2216)
trigger2 = var(0) := 128
trigger3 = IsHelper(2217)
trigger3 = var(0) := 128
trigger4 = IsHelper(2218)
trigger4 = var(0) := 128

[State Sフェードアウト]
type = VarAdd
triggerall = parent,stateno = 2212
trigger1 = anim = 20565 || anim = 20567
trigger1 = AnimElemTime(3) >= 1
trigger2 = anim = 20566
trigger2 = AnimElemTime(2) >= 1
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = parent,stateno = 2212
trigger1 = anim = 20565 || anim = 20566 || anim = 20567
trigger1 = var(0) <= 0
trigger2 = NumHelper(2210) = 0

;---------------------------------------------------------------------------
;helper 枯霊　びりびりスパーク
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2) 角度
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 2270]
type = A
Movetype = I
physics = N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = IsHelper(2271)
trigger2 = IsHelper(2273)
trigger3 = IsHelper(2274)
trigger4 = IsHelper(2275)
trigger5 = IsHelper(2278)
persistent = 0

;ポス
[State ポスXY]
type = null
triggerall = time = 0
trigger1 = IsHelper(2271)
trigger1 = var(5) := -8
trigger1 = var(6) := -60
trigger2 = IsHelper(2272)
trigger2 = var(5) := 35
trigger2 = var(6) := -45
trigger3 = IsHelper(2273)
trigger3 = var(5) := 10
trigger3 = var(6) := -110
trigger4 = IsHelper(2274)
trigger4 = var(5) := 45
trigger4 = var(6) := -110
trigger5 = IsHelper(2275)
trigger5 = var(5) := -8
trigger5 = var(6) := -60

trigger6 = IsHelper(2276)
trigger6 = var(5) := -11
trigger6 = var(6) := -79
trigger7 = IsHelper(2277)
trigger7 = var(5) := 50
trigger7 = var(6) := -90
trigger8 = IsHelper(2278)
trigger8 = var(5) := 45
trigger8 = var(6) := -30
trigger9 = IsHelper(2279)
trigger9 = var(5) := -8
trigger9 = var(6) := -60

[State ポス]
type = PosSet
trigger1 = 1
x = root,Pos X+var(5)*root,facing
y = root,Pos Y+var(6)

;アニメ
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(2272)
trigger2 = IsHelper(2274)
trigger3 = IsHelper(2277)
trigger4 = IsHelper(2278)
value = 20555
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(2271)
trigger2 = IsHelper(2273)
trigger3 = IsHelper(2276)
value = 20557
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(2275)
trigger2 = IsHelper(2279)
value = 20566

;サイズ
[State XY]
type = null
trigger1 = IsHelper(2271)
trigger1 = fvar(1) := 0.8
trigger1 = fvar(2) := 1.2
trigger2 = IsHelper(2272)
trigger2 = fvar(1) := 0.8
trigger2 = fvar(2) := 1.0
trigger3 = IsHelper(2273)
trigger3 = fvar(1) := 0.7
trigger3 = fvar(2) := 0.7
trigger4 = IsHelper(2274)
trigger4 = fvar(1) := 0.8
trigger4 = fvar(2) := 0.5
trigger5 = IsHelper(2275)
trigger5 = fvar(1) := 0.8
trigger5 = fvar(2) := 1.2

trigger6 = IsHelper(2276)
trigger6 = fvar(1) := 0.8
trigger6 = fvar(2) := 1.2
trigger7 = IsHelper(2277)
trigger7 = fvar(1) := 0.8
trigger7 = fvar(2) := 1.0
trigger8 = IsHelper(2278)
trigger8 = fvar(1) := 0.5
trigger8 = fvar(2) := 0.8
trigger9 = IsHelper(2279)
trigger9 = fvar(1) := 0.8
trigger9 = fvar(2) := 1.2


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

;角度
[State 角度]
type = null
trigger1 = IsHelper(2271)
trigger1 = var(2) := 1+random%360
trigger2 = IsHelper(2272)
trigger2 = var(2) := -45
trigger3 = IsHelper(2273)
trigger3 = var(2) := 1+random%360
trigger4 = IsHelper(2274)
trigger4 = var(2) := 1+random%360
trigger5 = IsHelper(2275)
trigger5 = var(2) := 1+random%360

trigger6 = IsHelper(2276)
trigger6 = var(2) := 1+random%360
trigger7 = IsHelper(2277)
trigger7 = var(2) := 50
trigger8 = IsHelper(2278)
trigger8 = var(2) := 1+random%360
trigger9 = IsHelper(2279)
trigger9 = var(2) := 1+random%360

[State 角度]
type = AngleSet
trigger1 = time = 0
value = var(2)

;トランス　デス
[State Sトランス]
type = null
triggerall = time = 0
trigger1 = IsHelper(2271)
trigger1 = var(0) := 256
trigger2 = IsHelper(2272)
trigger2 = var(0) := 192
trigger3 = IsHelper(2273)
trigger3 = var(0) := 192
trigger4 = IsHelper(2274)
trigger4 = var(0) := 128
trigger5 = IsHelper(2275)
trigger5 = var(0) := 128

trigger6 = IsHelper(2276)
trigger6 = var(0) := 256
trigger7 = IsHelper(2277)
trigger7 = var(0) := 192
trigger8 = IsHelper(2278)
trigger8 = var(0) := 128
trigger9 = IsHelper(2279)
trigger9 = var(0) := 128

[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20555 || anim = 20557 || anim = 20565 || anim = 20567
trigger1 = AnimElemTime(3) >= 1
trigger2 = anim = 20556 || anim = 20566
trigger2 = AnimElemTime(2) >= 1
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger2 = AnimTime = 0
trigger3 = time >=600;保険

;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;無怨2
;---------------------------------------------------------------------------
[Statedef 3000]
type 		= S
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 3000
ctrl 		= 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)

[State パワー]
type = PowerAdd
trigger1 = time = 0
value = -1000
IgnoreHitPause = 1
Persistent = 0

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

[State voiceオンサンザンサク]
type = PlaySnd
trigger1 = time = 0
value = s114,0
channel = 0

[State 2仕様暗転セット]
Type = Helper
Trigger1 = time = 0
StateNo 		= 21200
ID 				= 3000
name 			= "anten"
PosType 		= left
Ownpal 			= 1
SuperMoveTime 	= 50
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スーパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 50
Movetime = 50
anim = -1
P2DefMul = 1
darken = 0

[State 無敵]
type = NotHitBy
trigger1 = time <= 50
value = SCA
time = 1
IgnoreHitPause = 1

[State 無敵　投げ]
type = NotHitBy
trigger1 = time > 50
trigger1 = Anim = 3000 || 9000 || 19000
value = ,AT
time = 1
IgnoreHitPause = 1

[State 突進エフェ]
Type = Helper
trigger1 = time = 0
StateNo 		= 3010
ID 				= 3010
name 			= "Efect"
PosType 		= P1
SuperMoveTime 	= 50
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State dust3]
type = Explod
trigger1 = Anim = 3000 || 9000 || 19000
trigger1 = AnimElemTime(2) = 0
Anim 			= 20992
Postype 		= P1
Pos 			= -55, 0
Scale 			= 0.5,0.5
facing 			= 1
BindTime 		= 1
Sprpriority 	= 3
OwnPal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 押し判定]
type = PlayerPush
trigger1 = Anim = 3000 || 9000 || 19000
trigger1 = AnimElemTime(2) >= 0
value = 0
IgnoreHitPause = 1
persistent = 1

[State 速度]
type = VelSet
trigger1 = Anim = 3000 || 9000 || 19000
trigger1 = AnimElemTime(2) = 0
x = ifelse(Anim=3000,13.0,ifelse(Anim=9000,15.0,17.0))
IgnoreHitPause = 1
persistent = 1

[State 攻撃ムオン]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr 				= S, HA
damage 				= 0,0
animtype 			= Hard
getpower 			= 0,0
givepower 			= 100,100
guardflag 			= MA
hitflag 			= MAF
priority 			= 5,Hit
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

pausetime 			= 0,8
ground.slidetime	= 10	;(省略時0)
ground.hittime 		= 11	;(省略時0)
air.hittime 		= 13	;(省略時20)
guard.pausetime		= 0,8
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 	= -2.1,-5.5
air.velocity 		= -1.8,-5.5

fall 				= 1
fall.recover 		= 0
guard.kill 			= 0
p2facing 			= 1
ID 					= 3000
;P1StateNo 			= 3002
P2StateNo 			= 3005

;[State 相手ロック]
;type = TargetState
;trigger1 = MoveHit
;trigger1 = !Target,IsHelper
;trigger1 = NumTarget(3000)
;trigger1 = target(3000),MoveType = H
;value = 3005
;ID = 3000
;IgnoreHitPause = 1
;persistent = 0

;ヒットスパーク--------------------
[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 0,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State ヒット演出へ]
type = ChangeState
trigger1 = MoveHit
trigger1 = !Target,IsHelper
trigger1 = NumTarget(3000)
trigger1 = target(3000),StateNo = 3005
value = 3002

[State ガード空振り]
type = ChangeAnim
trigger1 = Anim = 3000  && time = 55+21
trigger2 = Anim = 9000  && time = 54+18
trigger3 = Anim = 19000 && time = 53+15
value = Anim+1;3001
persistent = 0

[State 状態]
type = StateTypeSet
trigger1 = Anim = 3001
trigger2 = Anim = 9001
trigger3 = Anim = 19001
physics = S

[State アタックディスト]
type = AttackDist
trigger1 = Anim = 3001
trigger2 = Anim = 9001
trigger3 = Anim = 19001
value = 0

[State ターン]
type = Turn
trigger1 = Anim = 3001 || Anim = 9001 || Anim = 19001
trigger1 = AnimElem = 6
trigger1 = P2Dist X < 0

[State 0へ]
type = ChangeState
trigger1 = Anim = 3001 || Anim = 9001 || Anim = 19001
trigger1 = Animtime = 0
value = 0
ctrl = 1

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

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

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

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

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

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

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

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

;エフェクト消去----------------------


;---------------------------------------------------------------------------
;無怨2(ヒット演出)
;---------------------------------------------------------------------------
[Statedef 3002]
type 		= S
movetype 	= A
physics 	= S
VelSet 		= 25,0
;anim 		= 3002
ctrl 		= 0

[State フォース効果中アニメ]
type = ChangeAnim
trigger1 = time = 0
value = anim+2

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

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

[State 背景前レイヤー消し]
type = AssertSpecial
trigger1 = 1
flag = NoFG

[State 2仕様ムオンヒットエフェクト]
Type = Helper
trigger1 = time = 0
StateNo 		= 3040
ID 				= 3040
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x) ,-50
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラ]
type = Explod
trigger1 = time = 0
Anim 			= 3020+((anim=9002)*6000)+((anim=19002)*16000)
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
Sprpriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State 剣閃]
type = Explod
trigger1 = AnimElem = 2
Anim 			= 3030
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
Sprpriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------

[State スパーク1]
Type = Helper
Trigger1 = time = 4
StateNo 		= 3020
ID 				= 3021
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク2]
Type = Helper
Trigger1 = time = 8
StateNo 		= 3020
ID 				= 3022
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク3]
Type = Helper
Trigger1 = time = 8
StateNo 		= 3020
ID 				= 3023
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク4]
Type = Helper
Trigger1 = time = 10
StateNo 		= 3020
ID 				= 3024
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク5]
Type = Helper
Trigger1 = time = 10
StateNo 		= 3020
ID 				= 3025
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク6]
Type = Helper
Trigger1 = time = 14
StateNo 		= 3020
ID 				= 3026
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク7]
Type = Helper
Trigger1 = time = 18
StateNo 		= 3020
ID 				= 3027
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク8]
Type = Helper
Trigger1 = time = 18
StateNo 		= 3020
ID 				= 3028
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------

[State seシャラーン]
type = PlaySnd
trigger1 = AnimElem = 2
value = s2,7
channel = 1

[State voiceムオン]
type = PlaySnd
trigger1 = AnimElem = 6
value = s114,1
channel = 0

[State ヒット数]
type = HitAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3000)
trigger1 = AnimElemTime(6) = 0;time = 50;time = 42
value = 1
IgnoreHitPause = 1
persistent = 0

[State 攻撃ライフ]
type = TargetLifeAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3000)
trigger1 = AnimElemTime(6) = 0
value = -Ceil(((ifelse((fvar(10)&&fvar(10)<0.2),0.2,fvar(10))*189 +ifelse(fvar(10),var(48)*5,0))) *const(data.attack)/100)
ID = 3000
kill = 1
absolute = 0
IgnoreHitPause = 1
persistent = 0

[State 攻撃パワー]
type = TargetPowerAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3000)
trigger1 = AnimElemTime(6) = 0
value = 100
ID = 3000
IgnoreHitPause = 1
persistent = 0

[State 相手ダウンへ]
type = TargetState
triggerall = !Target,IsHelper
triggerall = NumTarget(3000)
trigger1 = AnimElemTime(6) = 0
value = 3006
ID = 3000
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 = AnimElemTime(6) = 0
Pos =floor(p2dist x) ,floor(p2dist y-50)
value = 2
IgnoreHitPause = 1
Persistent = 0

[State 必殺　斬スパーク]
Type = Helper
trigger1 = var(51) >= 1
trigger1 = AnimElemTime(6) = 0
StateNo 		= ifelse(var(51)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 3002
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(p2dist x) ,floor(p2dist y-50)
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

[State voice許せ]
type = PlaySnd
trigger1 = AnimElemTime(11) = 10
value = s114,2
channel = 0

[State アニメ反対向き]
type = ChangeAnim
trigger1 = P2Dist X < 0
trigger1 = AnimElemTime(7) = 0
value = anim+1
elem = AnimElemNo(0)
IgnoreHitPause = 1
persistent = 0

[State ターン]
type = Turn
trigger1 = Anim = 3002 || Anim = 9002 || Anim = 19002
trigger1 = AnimElemTime(12) = 0
trigger2 = Anim = 3003 || Anim = 9003 || Anim = 19003
trigger1 = AnimElemTime(7) = 0
Persistent = 0

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

;---------------------------------------------------------------------------
;無怨喰らった相手待機中
;---------------------------------------------------------------------------
[Statedef 3005]
type 		= A
movetype 	= H
physics 	= N
VelSet 		= 0,0
ctrl 		= 0

[State アニメ]
type = ChangeAnim
trigger1 = 1
value = 5012

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

[State ポス　画面端時]
type = PosAdd
trigger1 = BackEdgeBodyDist < 80
x = 15

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

[State 時アルカナ時間停止時]
type = HitBy
trigger1 = EnemyNear,Name = "Kamui_Tokinomiya"
trigger1 = EnemyNear,AuthorName = "85midori"
trigger1 = (EnemyNear,var(35) > 0)
trigger2 = Enemy,Name = "Kamui_Tokinomiya"
trigger2 = Enemy,AuthorName = "85midori"
trigger2 = (Enemy,var(35) > 0)
value = SCA,AA,AP,AT
time = 1

[State ステ返す]
type = SelfState
trigger1 = EnemyNear,Name = "Kamui_Tokinomiya"
trigger1 = EnemyNear,AuthorName = "85midori"
trigger1 = EnemyNear,StateNo != 3000
trigger1 = EnemyNear,StateNo != 3002
trigger2 = Enemy,Name = "Kamui_Tokinomiya"
trigger2 = Enemy,AuthorName = "85midori"
trigger2 = Enemy,StateNo != 3000
trigger2 = Enemy,StateNo != 3002
value = 5050
ctrl = 1

;---------------------------------------------------------------------------
;無怨喰らった相手喰らい後落下
;---------------------------------------------------------------------------
[Statedef 3006]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0

[State あたる]
type = HitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1

;[State あたらん]
;type = NotHitBy
;trigger1 = 1
;value = SCA
;time = 1

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State アニメ]
type = ChangeAnim
trigger1 = Enemy,Name = "kamui_Tokinomiya"
trigger1 = Enemy,AuthorName = "85midori"
trigger1 = Enemy,var(36) > 0
value = 5030
elem = 1

[State 速度]
type = VelSet
trigger1 = time >= 15
trigger1 = Enemy,Name = "kamui_Tokinomiya"
trigger1 = Enemy,AuthorName = "85midori"
trigger1 = Enemy,var(36) <= 0
x = 0
y = -3
Persistent = 0

[State 重力]
type = VelAdd
trigger1 = time >= 15
trigger1 = Enemy,Name = "kamui_Tokinomiya"
trigger1 = Enemy,AuthorName = "85midori"
trigger1 = Enemy,var(36) <= 0
y = 0.48
persistent = 1


[State カスタムバウンドダウンへ] ;Hit ground
type = ChangeState
trigger1 = alive
trigger1 = time >= 15
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 4990

[State KO時バウンドダウンへ] ;Hit ground
type = SelfState
trigger1 = !alive
trigger1 = time >= 15
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;helper 無怨突進エフェクト
;---------------------------------------------------------------------------
;Var(0)	トランス用S
;Var(4)	トランス用フェードアウトスイッチ
;Var(6)	ポスY

[Statedef 3010]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 3010
SprPriority = 2

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

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

[State ポスY]
type = VarSet
trigger1 = root,anim = 3000 || root,anim = 9000 || root,anim = 19000
trigger2 = root,anim = 3001 || root,anim = 9001 || root,anim = 19001
var(6) = -55
[State ポスY]
type = VarSet
trigger1 = root,anim = 3002
var(6) = -48

[State ポス]
type = PosSet
trigger1 = root,StateNo = [3000,3002]
x = (root,Pos X)
y = (root,Pos Y)+var(6)

[State アニメ]
type = ChangeAnim
trigger1 = root,StateNo = 3000
trigger1 = root,anim = 3000 || root,anim = 9000 || root,anim = 19000
trigger1 = root,AnimElemTime(2) = 0
value = 3011
[State アニメ]
type = ChangeAnim
Trigger1 = (Root,StateNo = 3000 && (root,anim = 3001 || root,anim = 9001 || root,anim = 19001) && Root,AnimElem = 2)
trigger2 = root,anim = 3002
Trigger3 = root,StateNo != [3000,3002]
value = 3012
IgnoreHitPause = 1
persistent = 0

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

[State Sフェードアウトスイッチ]
type = VarSet
Trigger1 = (Root,StateNo = 3000 && (root,anim = 3001 || root,anim = 9001 || root,anim = 19001) && Root,AnimElem = 2)
Trigger2 = (Root,StateNo = 3002 && Root,AnimElem = 2)
var(4) = 1
IgnoreHitPause = 1
persistent = 0

[State Sフェードアウトスイッチ]
type = VarSet
Trigger1 = Root,StateNo != [3000,3002]
var(4) = 2
IgnoreHitPause = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
Trigger1 = var(4) = 1
var(0) = -12
IgnoreHitPause = 1
persistent = 1

[State Sフェードアウト]
type = VarAdd
Trigger1 = var(4) = 2
var(0) = -32
IgnoreHitPause = 1
persistent = 1

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

[State デス]
type = DestroySelf
trigger1 = var(0) < 0

;---------------------------------------------------------------------------
;helper 無怨剣閃びりびりスパーク
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2)	角度
;var(5) Pos X用
;var(6)	Pos Y用
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 3020]
type 		= A
Movetype 	= I
physics 	= N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = IsHelper(3021)
trigger2 = IsHelper(3022)
trigger3 = IsHelper(3023)
trigger4 = IsHelper(3024)
trigger5 = IsHelper(3025)
trigger6 = IsHelper(3026)
;trigger7 = IsHelper(3027)
;trigger8 = IsHelper(3028)
IgnoreHitPause = 1
persistent = 0

;アニメ
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(3022)
trigger2 = IsHelper(3023)
trigger3 = IsHelper(3024)
trigger4 = IsHelper(3025)
trigger5 = IsHelper(3026)
trigger6 = IsHelper(3027)
trigger7 = IsHelper(3028)
value = 20555
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(3021)
value = 20556

;ポス
[State ポス]
type = PosSet
trigger1 = IsHelper(3021)
trigger1 = var(5) := 50
trigger1 = var(6) := -25
trigger2 = IsHelper(3022)
trigger2 = var(5) := 110
trigger2 = var(6) := -70
trigger3 = IsHelper(3023)
trigger3 = var(5) := 40
trigger3 = var(6) := -115
trigger4 = IsHelper(3024)
trigger4 = var(5) := 90
trigger4 = var(6) := -20
trigger5 = IsHelper(3025)
trigger5 = var(5) := -35
trigger5 = var(6) := -45
trigger6 = IsHelper(3026)
trigger6 = var(5) := 40
trigger6 = var(6) := -110
trigger7 = IsHelper(3027)
trigger7 = var(5) := -30
trigger7 = var(6) := -120
trigger8 = IsHelper(3028)
trigger8 = var(5) := 80
trigger8 = var(6) := -70
x = floor(root,Pos X+var(5)*root,facing)
y = floor(root,Pos Y+var(6))

[State サイズ]
type = AngleDraw
trigger1 = IsHelper(3021)
trigger1 = fvar(1) := 0.5
trigger1 = fvar(2) := 0.4
trigger2 = IsHelper(3022)
trigger2 = fvar(1) := 0.8
trigger2 = fvar(2) := 1.0
trigger3 = IsHelper(3023)
trigger3 = fvar(1) := 0.3
trigger3 = fvar(2) := 1.0
trigger4 = IsHelper(3024)
trigger4 = fvar(1) := 0.6
trigger4 = fvar(2) := 1.0
trigger5 = IsHelper(3025)
trigger5 = fvar(1) := 0.2
trigger5 = fvar(2) := 0.3
trigger6 = IsHelper(3026)
trigger6 = fvar(1) := 0.2
trigger6 = fvar(2) := 0.3
trigger7 = IsHelper(3027)
trigger7 = fvar(1) := 0.3
trigger7 = fvar(2) := 0.5
trigger8 = IsHelper(3028)
trigger8 = fvar(1) := 0.6
trigger8 = fvar(2) := 0.9
Scale = fvar(1),fvar(2) 

[State 角度]
type = AngleSet
trigger1 = IsHelper(3021)
trigger1 = var(2) := -50
trigger2 = IsHelper(3022)
trigger2 = var(2) := -40
trigger3 = IsHelper(3023)
trigger3 = var(2) := 125
trigger4 = IsHelper(3024)
trigger4 = var(2) := -80
trigger5 = IsHelper(3025)
trigger5 = var(2) := -45
trigger6 = IsHelper(3026)
trigger6 = var(2) := -30
trigger7 = IsHelper(3027)
trigger7 = var(2) := 90
trigger8 = IsHelper(3028)
trigger8 = var(2) := 40
value = var(2)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト1]
type = VarAdd
trigger1 = anim = 20555
trigger1 = time >= 7
var(0) = -26
[State Sフェードアウト2]
type = VarAdd
trigger1 = anim = 20556
trigger1 = time >= 4
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 無怨2仕様ヒットエフェクト
;---------------------------------------------------------------------------
;var(35) タイム代用
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 3040]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 12000;空アニメ
SprPriority = 3

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

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

[State 親アニメ判別]
type = VarSet
trigger1 = time = 0
var(11) = root,Anim

[State seピシ]
type = PlaySnd
trigger1 = root,Anim = 3002 || root,Anim = 9002 ||root,Anim = 19002
trigger1 = root,AnimElemTime(6) = 0
value = s5,5
channel = 1

[State seデュクシ]
type = PlaySnd
trigger1 = root,Anim = 3002 || root,Anim = 9002 ||root,Anim = 19002
trigger1 = root,AnimElemTime(6) = 1
value = s5,12
channel = 3

;ヘルパー-------------------------
;前方13個
[State スパーク1中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 44
Trigger2 = var(11) = 9002  && time = 36
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3050
name 			= "spark"
PosType 		= P1
Pos 			= -20,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク2小]
Type = Helper
Trigger1 = var(11) = 3002  && time = 46
Trigger2 = var(11) = 9002  && time = 38
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3051
name 			= "spark"
PosType 		= P1
Pos 			= -10,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク3大]
Type = Helper
Trigger1 = var(11) = 3002  && time = 48
Trigger2 = var(11) = 9002  && time = 40
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3052
name 			= "spark"
PosType 		= P1
Pos 			= 0,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク4中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 50
Trigger2 = var(11) = 9002  && time = 42
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3053
name 			= "spark"
PosType 		= P1
Pos 			= 30,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク5小]
Type = Helper
Trigger1 = var(11) = 3002  && time = 51
Trigger2 = var(11) = 9002  && time = 43
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3054
name 			= "spark"
PosType 		= P1
Pos 			= 50,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク6大]
Type = Helper
Trigger1 = var(11) = 3002  && time = 52
Trigger2 = var(11) = 9002  && time = 44
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3055
name 			= "spark"
PosType 		= P1
Pos 			= 70,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク7中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 53
Trigger2 = var(11) = 9002  && time = 45
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3056
name 			= "spark"
PosType 		= P1
Pos 			= 100,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク8小]
Type = Helper
Trigger1 = var(11) = 3002  && time = 54
Trigger2 = var(11) = 9002  && time = 46
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3057
name 			= "spark"
PosType 		= P1
Pos 			= 120,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク9大]
Type = Helper
Trigger1 = var(11) = 3002  && time = 56
Trigger2 = var(11) = 9002  && time = 48
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3058
name 			= "spark"
PosType 		= P1
Pos 			= 30,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク10中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 58
Trigger2 = var(11) = 9002  && time = 50
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3059
name 			= "spark"
PosType 		= P1
Pos 			= 160,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク11小]
Type = Helper
Trigger1 = var(11) = 3002  && time = 60
Trigger2 = var(11) = 9002  && time = 52
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3060
name 			= "spark"
PosType 		= P1
Pos 			= 180,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク12中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 62
Trigger2 = var(11) = 9002  && time = 54
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3061
name 			= "spark"
PosType 		= P1
Pos 			= 200,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク13大]
Type = Helper
Trigger1 = var(11) = 3002  && time = 64
Trigger2 = var(11) = 9002  && time = 56
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3062
name 			= "spark"
PosType 		= P1
Pos 			= 220,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0

;後方16個
[State スパーク1中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 44
Trigger2 = var(11) = 9002  && time = 36
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3050
name 			= "spark"
PosType 		= P1
Pos 			= 20,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク2小]
Type = Helper
Trigger1 = var(11) = 3002  && time = 46
Trigger2 = var(11) = 9002  && time = 38
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3051
name 			= "spark"
PosType 		= P1
Pos 			=10,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク3大]
Type = Helper
Trigger1 = var(11) = 3002  && time = 48
Trigger2 = var(11) = 9002  && time = 40
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3052
name 			= "spark"
PosType 		= P1
Pos 			= 0,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク4中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 50
Trigger2 = var(11) = 9002  && time = 42
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3053
name 			= "spark"
PosType 		= P1
Pos 			= -30,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク5小]
Type = Helper
Trigger1 = var(11) = 3002  && time = 51
Trigger2 = var(11) = 9002  && time = 43
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3054
name 			= "spark"
PosType 		= P1
Pos 			= -50,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク6大]
Type = Helper
Trigger1 = var(11) = 3002  && time = 52
Trigger2 = var(11) = 9002  && time = 44
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3055
name 			= "spark"
PosType 		= P1
Pos 			= -70,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク7中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 53
Trigger2 = var(11) = 9002  && time = 45
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3056
name 			= "spark"
PosType 		= P1
Pos 			= -100,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク8小]
Type = Helper
Trigger1 = var(11) = 3002  && time = 54
Trigger2 = var(11) = 9002  && time = 46
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3057
name 			= "spark"
PosType 		= P1
Pos 			= -120,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク9大]
Type = Helper
Trigger1 = var(11) = 3002  && time = 56
Trigger2 = var(11) = 9002  && time = 48
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3058
name 			= "spark"
PosType 		= P1
Pos 			= -30,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク10中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 58
Trigger2 = var(11) = 9002  && time = 50
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3059
name 			= "spark"
PosType 		= P1
Pos 			= -160,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク11小]
Type = Helper
Trigger1 = var(11) = 3002  && time = 60
Trigger2 = var(11) = 9002  && time = 52
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3060
name 			= "spark"
PosType 		= P1
Pos 			= -180,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク12中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 62
Trigger2 = var(11) = 9002  && time = 54
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3061
name 			= "spark"
PosType 		= P1
Pos 			= -200,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク13大]
Type = Helper
Trigger1 = var(11) = 3002  && time = 64
Trigger2 = var(11) = 9002  && time = 56
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3062
name 			= "spark"
PosType 		= P1
Pos 			= -220,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク14中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 66
Trigger2 = var(11) = 9002  && time = 58
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3063
name 			= "spark"
PosType 		= P1
Pos 			= -245,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク15中]
Type = Helper
Trigger1 = var(11) = 3002  && time = 68
Trigger2 = var(11) = 9002  && time = 60
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3064
name 			= "spark"
PosType 		= P1
Pos 			= -270,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
[State スパーク16小]
Type = Helper
Trigger1 = var(11) = 3002  && time = 70
Trigger2 = var(11) = 9002  && time = 62
;Trigger3 = var(11) = 19002 && time = 
StateNo 		= 3050
ID 				= 3065
name 			= "spark"
PosType 		= P1
Pos 			= -290,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------

[State タイム代用]
type = VarAdd
trigger1 = root,StateNo = 3002
trigger1 = var(11) = 3002 && time = 50
trigger2 = root,StateNo = 3002
trigger2 = var(11) = 9002 && time = 42
trigger3 = root,StateNo = 3002
trigger3 = var(11) = 19002 && time = 36
trigger4 = var(35) >= 1
var(35) = 1
IgnoreHitPause = 1
persistent = 1

[State アニメ]
type = ChangeAnim
trigger1 = var(35) >= 1
value = 20540
IgnoreHitPause = 1
persistent = 0
[State アニメ]
type = ChangeAnim
trigger1 = anim = 20540
trigger1 = fvar(2) <= 0.05
value = 12000
IgnoreHitPause = 1
persistent = 0

;サイズ
[State X]
type = VarSet
trigger1 = time = 0
fvar(1) = 0.6
[State Y]
type = VarSet
trigger1 = time = 0
fvar(2) = 0.5

;時間経過サイズ
[State X]
type = VarAdd
trigger1 = var(35) >= 1
trigger1 = var(35) <= 5
fvar(1) = 0.2
[State X]
type = VarAdd
trigger1 = var(35) >= 1
trigger1 = var(35) >= 6
fvar(1) = 0.6

[State Y]
type = VarAdd
trigger1 = var(35) >= 1
trigger1 = var(35) <= 10
fvar(2) = 0.16
[State Y]
type = VarAdd
trigger1 = var(35) >= 1
trigger1 = var(35) >= 12
trigger1 = fvar(2) > 0.1
fvar(2) = -0.25

[State Y]
type = VarAdd
trigger1 = fvar(2) <= 0.1
fvar(2) = -0.04

;[State サイズY限度]
;type = VarSet
;trigger1 = fvar(2) <= 0.1
;fvar(2) = 0.05

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(2)
[State 角度]
type = AngleSet
trigger1 = 1
value = 0

;トランス　デス

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

[State デス]
Type = DestroySelf
trigger1 = time >= 120

;---------------------------------------------------------------------------
;helper 無怨2ヒットびりびりスパーク
;---------------------------------------------------------------------------
;var(0) トランス用
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 3050]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 20555
SprPriority = 4

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

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

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = random%2=0
IgnoreHitPause = 1
persistent = 0

[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(3063)
trigger2 = IsHelper(3064)
trigger3 = IsHelper(3065)
value = 20556
persistent = 0

;サイズX
[State 小]
type = VarSet
trigger1 = IsHelper(3051)
trigger2 = IsHelper(3054)
trigger3 = IsHelper(3057)
trigger4 = IsHelper(3060)
trigger5 = IsHelper(3065)
fvar(1) = 0.1
[State 中]
type = VarSet
trigger1 = IsHelper(3050)
trigger2 = IsHelper(3053)
trigger3 = IsHelper(3056)
trigger4 = IsHelper(3059)
trigger5 = IsHelper(3061)
trigger6 = IsHelper(3063)
trigger7 = IsHelper(3064)
fvar(1) = 0.3
[State 大]
type = VarSet
trigger1 = IsHelper(3052)
trigger2 = IsHelper(3055)
trigger3 = IsHelper(3058)
trigger4 = IsHelper(3062)
fvar(1) = 0.8

;サイズY
[State 小]
type = VarSet
trigger1 = IsHelper(3051)
trigger2 = IsHelper(3054)
trigger3 = IsHelper(3057)
trigger4 = IsHelper(3060)
trigger5 = IsHelper(3065)
fvar(2) = 0.3
[State 中]
type = VarSet
trigger1 = IsHelper(3050)
trigger2 = IsHelper(3053)
trigger3 = IsHelper(3056)
trigger4 = IsHelper(3059)
trigger5 = IsHelper(3061)
trigger6 = IsHelper(3063)
trigger7 = IsHelper(3064)
fvar(2) = 0.5
[State 大]
type = VarSet
trigger1 = IsHelper(3052)
trigger2 = IsHelper(3055)
trigger3 = IsHelper(3058)
trigger4 = IsHelper(3062)
fvar(2) = 0.9

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

[State 角度]
type = AngleSet
trigger1 = time = 0
value = random%360

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = Anim = 20555 && AnimElemTime(3) >= 1
trigger2 = Anim = 20556 && AnimElemTime(2) >= 3
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0

;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;崩灯　発動
;---------------------------------------------------------------------------
[Statedef 3100]
type 		= A
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 3100
ctrl 		= 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)

[State 背景前レイヤー消し]
type = AssertSpecial
trigger1 = 1
flag = NoFG

[State パワー]
type = PowerAdd
trigger1 = time = 0
value = -1000
IgnoreHitPause = 1
Persistent = 0

[State 無敵];ポーズ60F+2F
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 62
IgnoreHitPause = 1

[State スーパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 60
Movetime = 60
anim = -1
P2DefMul = 1
darken = 0

[State 速度]
type = VelSet
Trigger1 = AnimElem = 1
y = -0.4
[State 速度]
type = VelSet
Trigger1 = AnimElem = 2
y = 0
[State 速度]
type = VelSet
Trigger1 = AnimElem = 3
y = 16.5

[State 重力]
type = VelAdd
trigger1 = AnimelemTime(3) >= 0
y = const(movement.yaccel)

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

[State voiceオンアロリカソワカ]
type = PlaySnd
trigger1 = time = 0
value = s114,7
channel = 0

[State 2仕様暗転]
Type = Helper
Trigger1 = time = 0
StateNo 		= 21200
ID 				= 3100
name 			= "anten"
PosType 		= left
Ownpal 			= 1
SuperMoveTime 	= 60
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラ]
type = Explod
trigger1 = time = 0
Anim 			= 3120+((anim=9100)*6000)+((anim=19100)*16000)
Postype 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
RemoveOnGetHit 	= 1
Sprpriority 	= 2
SuperMoveTime 	= 60
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0
ID =  3120

[State 剣閃エフェクト]
Type = Helper
trigger1 = AnimElemTime(3) = 0
StateNo 		= 3110
ID 				= 3110
name 			= "Efect"
PosType 		= P1
SuperMoveTime 	= 0
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 攻撃ホロビ]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr 				= A, HA
damage 				= 0,0
animtype 			= Hard
getpower 			= 0,0
givepower 			= 100,100
guardflag 			= HA
hitflag 			= MAF
priority 			= 5,Hit
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

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

ground.velocity 	= -2.1,-5.5
air.velocity 		= -1.8,-5.5

fall 				= 1
fall.recover 		= 0
guard.kill 			= 0
p2facing 			= 1
ID 					= 3100
P2StateNo 			= 3105

;[State 相手ロック]
;type = TargetState
;trigger1 = MoveHit
;trigger1 = !Target,IsHelper
;trigger1 = NumTarget(3100)
;trigger1 = target(3100),MoveType = H
;value = 3105
;ID = 3100
;IgnoreHitPause = 1
;persistent = 0

[State seシャラーン]
type = PlaySnd
trigger1 = movehit
value = s2,5
channel = 1
persistent = 0

[State 無敵]
type = NotHitBy
trigger1 = MoveHit
trigger1 = !Target,IsHelper
trigger1 = NumTarget(3100)
trigger1 = target(3100),MoveType = H
value = SCA
time = 1
IgnoreHitPause = 1

;ヒットスパーク--------------------
[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 0,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State 崩灯着地硬直(ヒット演出へ)]
type = ChangeState
trigger1 = MoveHit
trigger1 = !Target,IsHelper
trigger1 = NumTarget(3100)
trigger1 = target(3100),StateNo = 3105
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 3101

[State 崩灯着地硬直(ガード・空振り)]
type = ChangeState
trigger1 = (vel Y > 0) && (Pos Y >= 0)
value = 3102

;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_5C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 645
[State j_5C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 647
[State j_6C　剣オーラ1]
type = removeExplod
trigger1 = time = 0
ID = 655
[State j_6C　剣オーラ2]
type = removeExplod
trigger1 = time = 0
ID = 657
[State j_5E　鞘エフェクト1]
type = removeExplod
trigger1 = time = 0
ID = 661
[State j_5E　鞘エフェクト2]
type = removeExplod
trigger1 = time = 0
ID = 662

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

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

;エフェクト消去----------------------


;---------------------------------------------------------------------------
;崩灯着地硬直(ヒット)
;---------------------------------------------------------------------------
[Statedef 3101]
type    = S
movetype = A
physics = S
ctrl = 0

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = anim+1

[State 剣オーラ消去]
type = RemoveExplod
trigger1 = time = 0
ID = 3120

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

[State 幅]
type = Width
trigger1 = AnimElemTime(6) <= 0
edge = 10,10
player = 10,10

[State 揺れ]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 90
ampl = -4
phase = 90

[State 着地ホコリ1]
Type = Helper
Trigger1 = time = 0
StateNo 		= 20994
ID 				= 20994
name 			= "Dust5"
PosType 		= P1
Pos 			= 10,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State ホロビエフェクト]
Type = Helper
trigger1 = time = 0
StateNo 		= 3140
ID 				= 3140
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(P2dist X+10),-180
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1
Persistent = 0

[State se靴音]
type = PlaySnd
Trigger1 = time = 0
value = s0,2
freqmul = 0.7
channel = 4

[State voiceホロビ]
type = PlaySnd
trigger1 = anim = 3101 && time = 29
trigger2 = anim = 9101 && time = 29-8
trigger3 = anim = 19101 && time = 29-8-5
value = s114,8
channel = 0

[State ヒット数]
type = HitAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3100)
trigger1 = anim = 3101 && time = 35
trigger2 = anim = 9101 && time = 35-8
trigger3 = anim = 19101 && time = 35-8-5
value = 1
IgnoreHitPause = 1
persistent = 0

[State 攻撃ライフ]
type = TargetLifeAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3100)
trigger1 = anim = 3101 && time = 35
trigger2 = anim = 9101 && time = 35-8
trigger3 = anim = 19101 && time = 35-8-5
value = -Ceil(((ifelse((fvar(10)&&fvar(10)<0.2),0.2,fvar(10))*189 +ifelse(fvar(10),var(48)*5,0))) *const(data.attack)/100)
ID = 3100
kill = 1
absolute = 0
IgnoreHitPause = 1
persistent = 0

[State 攻撃パワー]
type = TargetPowerAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3100)
trigger1 = anim = 3101 && time = 35
trigger2 = anim = 9101 && time = 35-8
trigger3 = anim = 19101 && time = 35-8-5
value = 100
ID = 3100
IgnoreHitPause = 1
persistent = 0

[State 相手ダウンへ]
type = TargetState
triggerall = !Target,IsHelper
triggerall = NumTarget(3100)
trigger1 = anim = 3101 && time = 35
trigger2 = anim = 9101 && time = 35-8
trigger3 = anim = 19101 && time = 35-8-5
value = 3106
ID = 3100
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク-------------------------
[State コモンスパーク]
type = GameMakeAnim
triggerall = var(51) = 0
trigger1 = anim = 3101 && time = 35
trigger2 = anim = 9101 && time = 35-8
trigger3 = anim = 19101 && time = 35-8-5
Pos =floor(P2dist X),floor(P2dist Y-70)
value = 2
IgnoreHitPause = 1
Persistent = 0

[State 必殺　斬スパーク]
Type = Helper
triggerall = !Target,IsHelper
triggerall = var(51) >= 1
trigger1 = anim = 3101 && time = 35
trigger2 = anim = 9101 && time = 35-8
trigger3 = anim = 19101 && time = 35-8-5
StateNo 		= ifelse(var(51)=1,20300,ifelse(var(51)=2,20500,20700))
ID 				= 3101
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor(P2dist X),floor(P2dist Y-70)
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク-------------------------

[State voice悪く思うな]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s114,9
channel = 0

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

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

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

;---------------------------------------------------------------------------
;崩灯着地硬直(ガード・空振り)
;---------------------------------------------------------------------------
[Statedef 3102]
type 		= S
physics 	= S
ctrl		 = 0
anim 		= 3102

[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 剣オーラ消去]
type = RemoveExplod
trigger1 = time = 0
ID = 3120

[State 揺れ]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 90
ampl = -4
phase = 90

[State 着地ホコリ1]
Type = Helper
Trigger1 = time = 0
StateNo 		= 20994
ID 				= 20994
name 			= "Dust5"
PosType 		= P1
Pos 			= 10,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State se靴音]
type = PlaySnd
Trigger1 = time = 0
value = s0,2
freqmul = 0.7
channel = 4

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

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

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

;---------------------------------------------------------------------------
;崩灯喰らった相手待機
;---------------------------------------------------------------------------
[Statedef 3105]
type = A
movetype = H
physics = N
VelSet = 0,0
ctrl = 0

[State カメラ外OK]
type = ScreenBound
trigger1 = 1
value = 0

[State アニメ]
type = ChangeAnim
trigger1 = 1
value = 5012

;ポス
[State Xぶるぶる1]
type = PosSet
trigger1 = time%4 = 0
x = pos X-1
[State Xぶるぶる2]
type = PosSet
trigger1 = time%4 = 3
x = pos X+1

[State Y]
type = PosAdd
trigger1 = pos Y >= (-80)
y = -20
[State Y]
type = PosSet
trigger1 = pos Y < (-80)
y = pos Y

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

[State 時アルカナ時間停止時]
type = HitBy
trigger1 = EnemyNear,Name = "Kamui_Tokinomiya"
trigger1 = EnemyNear,AuthorName = "85midori"
trigger1 = (EnemyNear,var(35) > 0)
trigger2 = Enemy,Name = "Kamui_Tokinomiya"
trigger2 = Enemy,AuthorName = "85midori"
trigger2 = (Enemy,var(35) > 0)
value = SCA,AA,AP,AT
time = 1

[State ステ返す]
type = SelfState
trigger1 = EnemyNear,Name = "Kamui_Tokinomiya"
trigger1 = EnemyNear,AuthorName = "85midori"
trigger1 = EnemyNear,StateNo != 3100
trigger1 = EnemyNear,StateNo != 3101
trigger2 = Enemy,Name = "Kamui_Tokinomiya"
trigger2 = Enemy,AuthorName = "85midori"
trigger2 = Enemy,StateNo != 3100
trigger2 = Enemy,StateNo != 3101
value = 5050
ctrl = 1

;---------------------------------------------------------------------------
;崩灯喰らい後相手落下
;---------------------------------------------------------------------------
[Statedef 3106];喰らい後落下
type = A
movetype = H
physics = N
ctrl = 0

[State カメラ外OK]
type = ScreenBound
trigger1 = alive
value = 0

[State ヒット限定]
type = HitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
trigger2 = Enemy,Name = "kamui_Tokinomiya"
trigger2 = Enemy,AuthorName = "85midori"
trigger2 = Enemy,var(36) > 0
value = ifelse(SelfAnimExist(5035),5035,5030)
elem = 1
[State アニメ]
type = ChangeAnim
trigger1 = time >= 8
trigger1 = Enemy,Name = "kamui_Tokinomiya"
trigger1 = Enemy,AuthorName = "85midori"
trigger1 = Enemy,var(36) <= 0
value = ifelse(SelfAnimExist(5060),5060,5050)
Persistent = 0

[State 速度]
type = VelSet
trigger1 = alive
trigger1 = time >= 8
trigger1 = Enemy,Name = "kamui_Tokinomiya"
trigger1 = Enemy,AuthorName = "85midori"
trigger1 = Enemy,var(36) <= 0
x = 0
y = 15
Persistent = 0
[State 速度KO時]
type = VelSet
trigger1 = !alive
trigger1 = time >= 8
trigger1 = Enemy,Name = "kamui_Tokinomiya"
trigger1 = Enemy,AuthorName = "85midori"
trigger1 = Enemy,var(36) <= 0
x = -5
y = -5
Persistent = 0

[State 重力]
type = Gravity
trigger1 = time >= 8
trigger1 = Enemy,Name = "kamui_Tokinomiya"
trigger1 = Enemy,AuthorName = "85midori"
trigger1 = Enemy,var(36) <= 0


[State カスタムバウンドダウンへ] ;Hit ground
type = ChangeState
trigger1 = alive
trigger1 = time >= 6
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 4990

[State KO時バウンドダウンへ] ;Hit ground
type = SelfState
trigger1 = !alive
trigger1 = time >= 6
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;helper ホロビ剣閃エフェクト
;---------------------------------------------------------------------------
[statedef 3110]
type = A
ctrl = 0
movetype = I
anim = 3110
sprpriority = 1

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

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

[State ポス]
type = PosSet
trigger1 = anim = 3110
x = root,Pos X
y = root,Pos Y

[State ポス　消えアニメ]
type = PosSet
trigger1 = anim = 3111
x = Pos X
y = Pos Y

;びりびりエフェ-------------------
[State スパーク1]
Type = Helper
Trigger1 = anim = 3110
Trigger1 = time%5 = 0
StateNo 		= 3130
ID 				= 3131
name 			= "spark1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State スパーク2]
Type = Helper
Trigger1 = anim = 3110
Trigger1 = time%6 = 0
StateNo 		= 3130
ID 				= 3132
name 			= "spark2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State スパーク3]
Type = Helper
Trigger1 = anim = 3110
Trigger1 = time%7 = 0
StateNo 		= 3130
ID 				= 3133
name 			= "spark3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

[State スパーク　消えアニメ]
Type = Helper
Trigger1 = anim = 3111
Trigger1 = time%6 = 0
StateNo 		= 3135
ID 				= 3135
name 			= "spark4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;びりびりエフェ-------------------

[State 消えアニメ]
type = ChangeAnim
trigger1 = Root,StateNo != 3100
value = 3111
IgnoreHitPause = 1
Persistent = 0

[State デス]
type = DestroySelf
trigger1 = anim = 3111
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;helper ホロビ剣閃びりびりスパーク1
;---------------------------------------------------------------------------
;var(0) トランス用S
;var(5) ポスX
;var(6) ポスY
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 3130]
type = A
Movetype = I
physics = N
Anim = 20557
SprPriority = 4

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

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

;ポス
[State ポスXY]
type = null
triggerall = time = 0
trigger1 = IsHelper(3131)
trigger1 = var(5) := 70
trigger1 = var(6) := -60
trigger2 = IsHelper(3132)
trigger2 = var(5) := 75
trigger2 = var(6) := -130
trigger3 = IsHelper(3133)
trigger3 = var(5) := 80
trigger3 = var(6) := -180

[State ポス]
type = PosSet
trigger1 = 1
x = floor(Parent,Pos X+var(5)*root,facing)
y = floor(Parent,Pos Y+var(6))

;サイズ
[State XY]
type = null
triggerall = time = 0
trigger1 = IsHelper(3131)
trigger1 = fvar(1) := 1.3-(random%3)*0.1
trigger1 = fvar(2) := 1.0-(random%3)*0.1
trigger2 = IsHelper(3132)
trigger2 = fvar(1) := 0.9-(random%3)*0.1
trigger2 = fvar(2) := 0.6-(random%3)*0.1
trigger3 = IsHelper(3133)
trigger3 = fvar(1) := 0.7-(random%3)*0.1
trigger3 = fvar(2) := 0.4-(random%3)*0.1

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

;角度
[State 角度]
type = AngleSet
trigger1 = time = 0
value = random%360

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 4
var(0) = -51

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper ホロビ剣閃びりびりスパーク2
;---------------------------------------------------------------------------
;var(0) トランス用
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 3135]
type = A
Movetype = I
physics = N
Anim = 20556
SprPriority = 4

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

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

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = random%2=0
persistent = 0

[State ポス]
type = PosSet
trigger1 = time = 0
x = floor(Parent,Pos X+60*root,facing)
y = floor(Parent,Pos Y-50)

;サイズ
[State サイズ]
type = AngleDraw
trigger1 = time = 0
trigger1 = fvar(1) := 0.9
trigger1 = fvar(2) := 1.0
Scale = fvar(1),fvar(2)

;角度
[State 角度]
type = AngleSet
trigger1 = time = 0
value = random%360

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 5
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0

;---------------------------------------------------------------------------
;helper ホロビヒットエフェクト
;---------------------------------------------------------------------------
;var(35)タイム代用
;fvar(1)サイズX
;fvar(2)サイズY

[statedef 3140]
type = A
ctrl = 0
movetype = I
anim = 12000
sprpriority = 3

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

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

[State 親アニメ判別]
type = VarSet
trigger1 = time = 0
var(11) = root,Anim

[State seピシ]
type = PlaySnd
trigger1 = var(11) = 3101 && time = 35
trigger2 = var(11) = 9101 && time = 35-8
trigger3 = var(11) = 19101 && time = 35-8-5
value = s5,5
channel = 1

[State seデュクシ]
type = PlaySnd
trigger1 = var(11) = 3101 && time = 36
trigger2 = var(11) = 9101 && time = 36-8
trigger3 = var(11) = 19101 && time = 36-8-5
value = s5,12
channel = 3

;ヘルパー-------------------------
[State スパーク1]
Type = Helper
trigger1 = var(11) = 3101 && time = 25
trigger2 = var(11) = 9101 && time = 25-8
trigger3 = var(11) = 19101 && time = 25-8-5
StateNo 		= 3150
ID 				= 3151
name 			= "spark"
PosType 		= P1
Pos 			= 0,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク2]
Type = Helper
trigger1 = var(11) = 3101 && time = 27
trigger2 = var(11) = 9101 && time = 27-8
trigger3 = var(11) = 19101 && time = 27-8-5
StateNo 		= 3150
ID 				= 3152
name 			= "spark"
PosType 		= P1
Pos 			= 0,20
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク3]
Type = Helper
trigger1 = var(11) = 3101 && time = 29
trigger2 = var(11) = 9101 && time = 29-8
trigger3 = var(11) = 19101 && time = 29-8-5
StateNo 		= 3150
ID 				= 3153
name 			= "spark"
PosType 		= P1
Pos 			= 0,80
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク4]
Type = Helper
trigger1 = var(11) = 3101 && time = 31
trigger2 = var(11) = 9101 && time = 31-8
trigger3 = var(11) = 19101 && time = 31-8-5
StateNo 		= 3150
ID 				= 3154
name 			= "spark"
PosType 		= P1
Pos 			= 0,130
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク5]
Type = Helper
trigger1 = var(11) = 3101 && time = 33
trigger2 = var(11) = 9101 && time = 33-8
trigger3 = var(11) = 19101 && time = 33-8-5
StateNo 		= 3150
ID 				= 3155
name 			= "spark"
PosType 		= P1
Pos 			= 0,160
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------

;タイム代用
[State タイム代用]
type = VarAdd
trigger1 = root,StateNo = 3101
trigger1 = var(11) = 3101 && time = 35
trigger2 = root,StateNo = 3101
trigger2 = var(11) = 9101 && time = 35-8
trigger3 = root,StateNo = 3101
trigger3 = var(11) = 19101 && time = 35-8-5
trigger4 = var(35) >= 1
var(35) = 1
IgnoreHitPause = 1
persistent = 1

[State アニメ]
type = ChangeAnim
trigger1 = var(35) >= 1
value = 20540
IgnoreHitPause = 1
persistent = 0

;サイズ
[State X]
type = VarSet
trigger1 = time = 0
fvar(1) = 0.6
[State Y]
type = VarSet
trigger1 = time = 0
fvar(2) = 0.5

;時間経過サイズ
[State X]
type = VarAdd
trigger1 = var(35) >= 1
trigger1 = var(35) <= 5
fvar(1) = 0.1
[State X]
type = VarAdd
trigger1 = var(35) >= 1
trigger1 = var(35) >= 6
fvar(1) = 0.8
[State Y]
type = VarAdd
trigger1 = var(35) >= 1
trigger1 = var(35) <= 10
fvar(2) = 0.16
[State Y]
type = VarAdd
trigger1 = var(35) >= 1
trigger1 = var(35) >= 14
trigger1 = fvar(2) > 0.1
fvar(2) = -0.25
[State Y]
type = VarAdd
trigger1 = fvar(2) <= 0.1
fvar(2) = -0.04

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(2)
[State 角度]
type = AngleSet
trigger1 = 1
value = 90

;トランス　デス

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

[State デス]
Type = DestroySelf
trigger1 = anim = 20540
trigger1 = fvar(2) <= 0.05
trigger2 = time >= 120

;---------------------------------------------------------------------------
;helper 崩火ヒットびりびりスパーク
;---------------------------------------------------------------------------
;var(0) トランス用
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 3150]
type = A
Movetype = I
physics = N
Anim = 20555
SprPriority = 4

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

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

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = random%2=0
IgnoreHitPause = 1
persistent = 0

;サイズ
[State X]
type = null
trigger1 = IsHelper(3151)
trigger1 = fvar(1) := 0.2
trigger2 = IsHelper(3152)
trigger2 = fvar(1) := 0.9
trigger3 = IsHelper(3153)
trigger3 = fvar(1) := 0.5
trigger4 = IsHelper(3154)
trigger4 = fvar(1) := 0.2
trigger5 = IsHelper(3155)
trigger5 = fvar(1) := 0.1
[State Y]
type = null
trigger1 = IsHelper(3151)
trigger1 = fvar(2) := 0.2
trigger2 = IsHelper(3152)
trigger2 = fvar(2) := 1.0
trigger3 = IsHelper(3153)
trigger3 = fvar(2) := 0.6
trigger4 = IsHelper(3154)
trigger4 = fvar(2) := 0.3
trigger5 = IsHelper(3155)
trigger5 = fvar(2) := 0.2

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

[State 角度]
type = AngleSet
trigger1 = time = 0
value = random%360

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 7
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0


;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;死祀1発動
;---------------------------------------------------------------------------
[Statedef 3500]
type 		= S
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 3500
ctrl 		= 0

[State パワー]
type = PowerAdd
trigger1 = time = 0
value = -3000
IgnoreHitPause = 1
Persistent = 0

;[State フォース展開時パワー]
;type = VarAdd
;trigger1 = var(46) = [1,3]
;trigger1 = time = 0
;var(47) = -3000
;IgnoreHitPause = 1
;Persistent = 0

[State 相手ガードしない]
type = AttackDist
trigger1 = 1
value = 0
IgnoreHitPause = 1
persistent = 1

[State クヌギ攻撃力増]
type = VarSet
trigger1 = time = 0
var(49) = var(48)
IgnoreHitPause = 1
Persistent = 0

[State クヌギリセット]
type = VarSet
trigger1 = time = 0
var(48) = 0
IgnoreHitPause = 1
Persistent = 0

[State seクヌギ]
type = PlaySnd
trigger1 = time = 0
value = s3,0;s4,5
channel = 3
ignorehitpause = 1
Persistent = 0

[State voiceオンサンザ(ry]
type = PlaySnd
trigger1 = time = 0
value = s114,10
channel = 0
ignorehitpause = 1
Persistent = 0

[State 自身光る]
type = PalFX
trigger1 = time = 0
time = 45
add = 236,236,236
sinadd = -236,-236,-236,180

[State 1仕様暗転セット]
Type = Helper
Trigger1 = time = 0
StateNo 		= 21000
ID 				= 21000
name 			= "Cut_In"
PosType 		= left
Ownpal 			= 1
SuperMoveTime 	= 95
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スーパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 95
Movetime = 95
anim = -1
P2DefMul = 1
darken = 0

;
;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 95
;MoveTime = 95
;

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

[State クヌギオーラ1]
type = Explod
trigger1 = AnimElem = 1
Anim 			= 3515
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
OwnPal 			= 1
SprPriority 	= 3
SuperMoveTime 	= 94
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1

[State クヌギ光2]
type = Explod
trigger1 = AnimElemTime(5) =3
Anim 			= 3516
PosType 		= P1
Pos 			= -14,-86
Scale 			= 0.5,0.5
BindTime 		= -1
OwnPal 			= 1
SprPriority 	= 3
SuperMoveTime 	= 60
PauseMoveTime 	= ifelse(var(35),var(35),0)
IgnoreHitPause = 1

;[State 攻撃へ]
;type = ChangeState
;trigger1 = Animtime = 0
;value = 3501

[State 攻撃へ]
type = ChangeState
trigger1 = Animtime = 0
value = 3501

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

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

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

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

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

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

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

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

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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;死祀1(攻撃判定)コーフから発生
;---------------------------------------------------------------------------
[Statedef 3501]
type 		= S
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 3501
ctrl 		= 0

[State 無敵]
type = NotHitBy
trigger1 = anim = 3501
value = SCA
time = 1

[State 押し判定]
type = PlayerPush
trigger1 = Anim = 3501
trigger1 = AnimElemTime(2) >= 0
value = 0
IgnoreHitPause = 1
persistent = 1

[State 速度]
type = VelSet
trigger1 = time >= 1
trigger1 = Anim = 3501
x = 10
IgnoreHitPause = 1
persistent = 1

[State dust3]
type = Explod
trigger1 = time = 0
Anim 			= 20992
PosType 		= P1
Pos 			= -55, 0
Scale 			= 0.5,0.5
facing 			= 1
BindTime 		= 1
SprPriority 	= 3
OwnPal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
ID = 20992

[State 突進オーラ]
Type = Helper
trigger1 = time = 0
StateNo 		= 3510
ID 				= 3510
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State 攻撃シマツリ1　ロック判定]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr 				= S, HA
damage 				= 0,0
animtype 			= Hard
getpower 			= 0,0
givepower 			= 100,100
guardflag 			= MA
hitflag 			= MAF
priority 			= 5,Hit
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

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

ground.velocity 	= -2.1,-5.5
air.velocity 		= -1.8,-5.5
fall 				= 1
fall.recover 		= 0
guard.kill 			= 0
p2facing 			= 1
ID 					= 3501
P2StateNo 			= 3507

;[State 相手ロック]
;type = TargetState
;trigger1 = MoveHit
;trigger1 = !Target,IsHelper
;trigger1 = NumTarget(3501)
;trigger1 = target(3501),MoveType = H
;value = 3507
;ID = 3501
;IgnoreHitPause = 1
;persistent = 0

;ヒットスパーク--------------------
[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 0,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State ヒット演出へ]
type = ChangeState
trigger1 = MoveHit
trigger1 = !Target,IsHelper
trigger1 = NumTarget(3501)
trigger1 = target(3501),StateNo = 3507
value = 3503

[State 摩擦]
type = StateTypeSet
trigger1 = time = 10;28
physics = S

[State ガード空振り]
type = ChangeAnim
trigger1 = time = 10;28
trigger2 = moveguarded
value = 3502

[State ターン]
type = Turn
trigger1 = Anim = 3502
trigger1 = AnimElem = 5
trigger1 = P2Dist X < 0

[State 0へ]
type = ChangeState
trigger1 = Anim = 3502
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;死祀1(ヒット演出)
;---------------------------------------------------------------------------
[Statedef 3503]
type 		= S
movetype 	= A
physics 	= S
VelSet 		= 25,0
anim 		= 3503
ctrl 		= 0

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

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

[State 剣オーラ1]
type = Explod
trigger1 = time = 0
Anim 			= 3520
Postype 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
Sprpriority 	= 3
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0
ID = 700

;残像ヘルパー-------------
[State 残像1]
Type = Helper
trigger1 = time = 0
StateNo 		= 3540
ID 				= 3541
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State 残像2]
Type = Helper
trigger1 = time = 0
StateNo 		= 3540
ID 				= 3542
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State 残像3]
Type = Helper
trigger1 = time = 0
StateNo 		= 3540
ID 				= 3543
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State 残像4]
Type = Helper
trigger1 = time = 0
StateNo 		= 3540
ID 				= 3544
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State 残像5]
Type = Helper
trigger1 = time = 0
StateNo 		= 3540
ID 				= 3545
name 			= "Efect"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

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

[State seジュイーン3]
type = PlaySnd
trigger1 = AnimElem = 2
value = s2,2
channel = 12

[State 剣閃エフェクト]
type = Explod
trigger1 = AnimElem = 2
Anim 			= 3530
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
trans 			= add
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0
ID = 3530

[State voiceシマツリ]
type = PlaySnd
trigger1 = AnimElemTime(2) = 30
value = s114,11
channel = 0

;飛び剣閃---------------------
[State 飛び剣閃1]
type = Explod
trigger1 = AnimElem = 11
Anim 			= 3531
PosType 		= back
Pos 			= 50,180
Vel 			= 15.5,0
Scale 			= 0.5,0.5
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0
[State 飛び剣閃2]
type = Explod
trigger1 = AnimElem = 11
Anim 			= 3532
PosType 		= back
Pos 			= -30,150+Random%10
Vel 			= 15.5,0
Scale 			= 0.5,0.5
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0
[State 飛び剣閃3]
type = Explod
trigger1 = AnimElem = 11
Anim 			= 3531
PosType 		= back
Pos 			= -120,150+Random%30
Vel 			= 15.5,0
Scale 			= 0.5,0.5
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0
[State 飛び剣閃4]
type = Explod
trigger1 = AnimElem = 11
Anim 			= 3532
PosType 		= back
Pos 			= -230,150+Random%10
Vel 			= 15.5,0
Scale 			= 0.5,0.5
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0
[State 飛び剣閃5]
type = Explod
trigger1 = AnimElem = 11
Anim 			= 3533
PosType 		= back
Pos 			= -390,180
Vel 			= 15.5,0
Scale 			= 0.5,0.5
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0
;飛び剣閃---------------------

[State ヒット数]
type = HitAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3501)
trigger1 = AnimElemTime(11) = [33,103]
trigger1 = time%5 = 0
value = 1
IgnoreHitPause = 1
persistent = 1

[State 攻撃 2-15hitsライフ]
type = TargetLifeAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3501)
trigger1 = AnimElemTime(11) = [33,98]
trigger1 = time%5 = 0
value = -Ceil(((ifelse((fvar(10)&&fvar(10)<0.2),0.2,fvar(10))*30)) *const(data.attack)/100)
ID = 3501
kill = 0
absolute = 0
IgnoreHitPause = 1
persistent = 1

[State 攻撃 2-16hitsパワー]
type = TargetPowerAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3501)
trigger1 = AnimElemTime(11) = [33,103]
trigger1 = time%5 = 0
value = 20
ID = 3501
IgnoreHitPause = 1
persistent = 1

[State 相手ダメージモーション]
type = TargetState
triggerall = !Target,IsHelper
triggerall = NumTarget(3501)
trigger1 = AnimElemTime(11) = [33,102]
value = 3508
ID = 3501
IgnoreHitPause = 1
persistent = 0

[State 攻撃 16hitライフ]
type = TargetLifeAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3501)
trigger1 = AnimElemTime(11) = 103
value = -Ceil(((ifelse((fvar(10)&&fvar(10)<0.2),0.2,fvar(10))*30)) *const(data.attack)/100)
ID = 3501
kill = 1
absolute = 0
IgnoreHitPause = 1
persistent = 0

[State 相手ダウンへ]
type = TargetState
triggerall = !Target,IsHelper
triggerall = NumTarget(3501)
trigger1 = AnimElemTime(11) = 103
value = 3509
ID = 3501
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク--------------------
[State コモンスパーク1]
type = GameMakeAnim
triggerall = var(51) = 0
trigger1 = AnimElemTime(11) = 33;2
trigger2 = AnimElemTime(11) = 53;6
trigger3 = AnimElemTime(11) = 73;10
Pos =floor(p2dist x -10+random%40) ,floor(target(3501),const(size.mid.pos.y)+40)
value = 0
IgnoreHitPause = 1
Persistent = 1
[State コモンスパーク2]
type = GameMakeAnim
triggerall = var(51) = 0
trigger1 = AnimElemTime(11) = 38;3
trigger2 = AnimElemTime(11) = 58;7
trigger3 = AnimElemTime(11) = 78;11
trigger4 = AnimElemTime(11) = 93;14
Pos =floor(p2dist x -10+random%40) ,floor(target(3501),const(size.mid.pos.y)+20)
value = 1
IgnoreHitPause = 1
Persistent = 1
[State コモンスパーク3]
type = GameMakeAnim
triggerall = var(51) = 0
trigger1 = AnimElemTime(11) = 43;4
trigger2 = AnimElemTime(11) = 63;8
trigger3 = AnimElemTime(11) = 83;12
trigger4 = AnimElemTime(11) = 98;15
Pos =floor(p2dist x -10+random%40) ,floor(target(3501),const(size.mid.pos.y)-20)
value = 1
IgnoreHitPause = 1
Persistent = 1
[State コモンスパーク4]
type = GameMakeAnim
triggerall = var(51) = 0
trigger1 = AnimElemTime(11) = 48;5
trigger2 = AnimElemTime(11) = 68;9
trigger3 = AnimElemTime(11) = 88;13
Pos =floor(p2dist x -10+random%40) ,floor(target(3501),const(size.mid.pos.y)-40)
value = 0
IgnoreHitPause = 1
Persistent = 1
[State コモンスパーク5]
type = GameMakeAnim
triggerall = var(51) = 0
trigger1 = AnimElemTime(11) = 103;16
Pos =floor(p2dist x) ,floor(target(3501),const(size.mid.pos.y))
value = 2
IgnoreHitPause = 1
Persistent = 1

[State 必殺　斬スパーク1]
Type = Helper
triggerall = var(51) >= 1
trigger1 = AnimElemTime(11) = 33;2
trigger2 = AnimElemTime(11) = 53;6
trigger3 = AnimElemTime(11) = 73;10
StateNo 		= 20300
ID 				= 3503
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= (5+random%13)*-1,-45
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State 必殺　斬スパーク2]
Type = Helper
triggerall = var(51) >= 1
trigger1 = AnimElemTime(11) = 38;3
trigger2 = AnimElemTime(11) = 58;7
trigger3 = AnimElemTime(11) = 78;11
trigger4 = AnimElemTime(11) = 93;14
StateNo 		= 20300
ID 				= 3504
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= (5+random%13)*-1,-60
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State 必殺　斬スパーク3]
Type = Helper
triggerall = var(51) >= 1
trigger1 = AnimElemTime(11) = 43;4
trigger2 = AnimElemTime(11) = 63;8
trigger3 = AnimElemTime(11) = 83;12
trigger4 = AnimElemTime(11) = 98;15
StateNo 		= 20300
ID 				= 3505
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= (5+random%13)*-1,-80
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State 必殺　斬スパーク4]
Type = Helper
triggerall = var(51) >= 1
trigger1 = AnimElemTime(11) = 48;5
trigger2 = AnimElemTime(11) = 68;9
trigger3 = AnimElemTime(11) = 88;13
StateNo 		= 20300
ID 				= 3506
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= (5+random%13)*-1,-95
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State 必殺　斬スパーク5]
Type = Helper
triggerall = var(51) >= 1
trigger1 = AnimElemTime(11) = 103;16
StateNo 		= 20300
ID 				= 3507
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= -10,-70
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

;ヒットスパーク--------------------

[State seヒットサウンド]
type = PlaySnd
trigger1 = AnimElemTime(11) = [33,103]
trigger1 = time%5 = 0
value = s5,12
IgnoreHitPause = 1
Persistent = 1
;[State seヒットサウンド]
;type = PlaySnd
;trigger1 = AnimElemTime(11) = 103
;value = s5,6
;IgnoreHitPause = 1
;Persistent = 0

[State 演出終わりへ]
type = ChangeState	
trigger1 = AnimElemTime(12) = 0
value = 3504

[State ターン]
type = Turn
trigger1 = AnimElem = 13
Persistent = 0

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

;---------------------------------------------------------------------------
;死祀1(ヒット演出終わり)
;---------------------------------------------------------------------------
[Statedef 3504]
type = S
movetype = I
physics = S

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

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

[State アニメ勝利反対向き]
type = ChangeAnim
trigger1 = WinKO
trigger1 = time = 0
trigger1 = P2Dist X < 0
value = 3505
persistent = 0

[State アニメ反対向き]
type = ChangeAnim
trigger1 = !WinKO
trigger1 = time = 0
trigger1 = P2Dist X < 0
value = 3504
elem = 12
persistent = 0

[State ターン]
type = Turn
trigger1 = Anim = 3504 || Anim = 3505
Persistent = 0

[State voice許せ]
type = PlaySnd
trigger1 = !WinKO
trigger1 = Time = 30
value = s114,2
channel = 0

[State voice加減のできぬ]
type = PlaySnd
trigger1 = WinKO
trigger1 = Anim = 3505
trigger1 = AnimElemTime(1) = 10
value = s114,13
channel = 0

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

;---------------------------------------------------------------------------
;死祀1喰らった相手待機
;---------------------------------------------------------------------------
[Statedef 3507]
type = A
movetype = H
physics = N
VelSet = 0,0
ctrl = 0

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

[State ポスX]
type = PosAdd
trigger1 = BackEdgeBodyDist < 100
x = 15

[State アニメ]
type = ChangeAnim
trigger1 = 1
value = 5012

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

[State セルフステート保険]
type = SelfState
trigger1 = time = 200
value = 50

;---------------------------------------------------------------------------
;死祀1喰らった相手(追撃)
;---------------------------------------------------------------------------
[Statedef 3508]
type = A
movetype = H
physics = N
VelSet = 0,0
ctrl = 0

[State アニメ2]
type = ChangeAnim2
trigger1 = time = 0
;value = 5007
value = 3508
IgnoreHitPause = 1
persistent = 0

[State ポスY]
type = PosSet
trigger1 = 1
y = 0

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

[State セルフステート保険]
type = SelfState
trigger1 = time = 600
value = 50

;---------------------------------------------------------------------------
;死祀1喰らった相手(喰らい後落下)
;---------------------------------------------------------------------------
[Statedef 3509]
type = A
movetype = H
physics = N
ctrl = 0

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

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 速度]
type = VelSet
trigger1 = alive
trigger1 = time = 30
trigger2 = !alive
trigger2 = time = 65
x = 0
y = -4
[State 加速度]
type = VelAdd
trigger1 = alive
trigger1 = time >= 30
trigger2 = !alive
trigger2 = time >= 65
y = 0.48
persistent = 1

[State カスタムへ];Hit ground
type = ChangeState
trigger1 = alive
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 4990

[State KO時バウンドダウンへ] ;Hit ground
type = SelfState
trigger1 = !alive
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 5100

[State セルフステート保険]
type = SelfState
trigger1 = time = 600
value = 50

;---------------------------------------------------------------------------
;Helper 死祀1突進エフェクト
;---------------------------------------------------------------------------
;Var(0)	トランス用S
;Var(4)	トランス用フェードアウトスイッチ
;Var(6)	ポスY

[Statedef 3510]
type = A
Movetype = I
physics = N
Anim = 3510
SprPriority = 2

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

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

;ポス
[State ポスY]
type = VarSet
trigger1 = root,anim = 3501
trigger2 = root,anim = 3502
var(6) = -55
[State ポスY]
type = VarSet
trigger1 = Root,anim = 3503 && Root,AnimElemTime(2) >= 0
var(6) = -48

[State ポス]
type = PosSet
trigger1 = root,StateNo = [3500,3503]
x = (root,Pos X)
y = (root,Pos Y)+var(6)

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

[State Sフェードアウトスイッチ]
type = VarSet
Trigger1 = (Root,StateNo = 3501 && Root,Anim = 3502 && Root,AnimElemTime(1) >= 4)
Trigger2 = (Root,StateNo = 3502 && Root,Anim = 3502 && Root,AnimElemTime(1) >= 4)
Trigger3 = (Root,StateNo = 3503 && Root,AnimElem = 3)
var(4) = 1
IgnoreHitPause = 1
persistent = 0

[State Sフェードアウトスイッチ]
type = VarSet
Trigger1 = Root,StateNo != [3500,3503]
var(4) = 2
IgnoreHitPause = 1
persistent = 0


[State Sフェードアウト]
type = VarAdd
Trigger1 = var(4) = 1
var(0) = -12
IgnoreHitPause = 1
persistent = 1

[State Sフェードアウト]
type = VarAdd
Trigger1 = var(4) = 2
var(0) = -32
IgnoreHitPause = 1
persistent = 1

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

[State デス]
type = DestroySelf
trigger1 = var(0) < 0

;---------------------------------------------------------------------------
;helper 死祀1残像
;---------------------------------------------------------------------------
;var(0) トランス用

[Statedef 3540]
type = S
movetype = I
physics = S
Anim = 3540
ctrl = 0

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

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

[State アニメ]
type = ChangeAnim
Trigger1 = Time <= Ifelse(IsHelper(3541),0,Ifelse(IsHelper(3542),7,Ifelse(IsHelper(3543),15,Ifelse(IsHelper(3544),21,27))))
value = 3540
elem = 1

[State 速度]
type = VelSet
trigger1 = Anim = 3540
trigger1 = AnimElem = 2
x = 25

;画面端時、本体追い抜き禁止
[State ポスX]
type = VelSet
trigger1 = rootDist X <= 0
x = 0
Persistent = 1
[State ポス]
type = PosSet
trigger1 = rootDist X <= 0
x = floor(root,Pos X)
Persistent = 1

[State 剣オーラ2]
type = Explod
trigger1 = Anim = 3540
trigger1 = AnimElem = 2
Anim 			= 3521
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
;SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0
ID = 3521

[State 剣閃]
type = Explod
trigger1 = Anim = 3540
trigger1 = AnimElem = 3
Anim 			= 3530
PosType 		= P1
Pos 			= 30,0
Scale 			= 0.5,0.5
BindTime 		= -1
trans 			= addalpha
alpha 			= Ifelse(IsHelper(3541),236,Ifelse(IsHelper(3542),216,Ifelse(IsHelper(3543),196,Ifelse(IsHelper(3544),176,156)))),256
SprPriority 	= 3
;SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0
ID = 3530

;トランス　デス

[State Sトランス]
type = VarSet
trigger1 = AnimElemTime(2) = 0
var(0) = 200

[State Sフェードアウト]
type = VarAdd
trigger1 = Anim = 3540
trigger1 = AnimElemTime(2) >= 0
var(0) = -5

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

[State デス]
type = DestroySelf
trigger1 = var(0) < 0
trigger2 = AnimElemTime(3) = 16


;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;死祀2発動
;---------------------------------------------------------------------------
[Statedef 3600]
type 		= S
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 3600
ctrl 		= 0

[State パワー]
type = PowerAdd
trigger1 = time = 0
value = -3000
IgnoreHitPause = 1
Persistent = 0

[State クヌギ攻撃力増]
type = VarSet
trigger1 = time = 0
var(49) = var(48)
IgnoreHitPause = 1
Persistent = 0

[State クヌギリセット]
type = VarSet
trigger1 = time = 0
var(48) = 0
IgnoreHitPause = 1
Persistent = 0

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

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

[State voiceナウマクサ(ry]
type = PlaySnd
trigger1 = time = 0
value = s114,10
channel = 0
ignorehitpause = 1
Persistent = 0

[State se功刀]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
channel = 4
ignorehitpause = 1
Persistent = 0

[State スーパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 140
Movetime = 140
anim = -1
P2DefMul = 1
darken = 0

[State シマツリ2用暗転セット]
Type = Helper
Trigger1 = time = 0
StateNo 		= 21300
ID 				= 3600;21300
name 			= "anten"
PosType 		= left
Ownpal 			= 1
SuperMoveTime 	= 140
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 手びりびり1]
type = Explod
trigger1 = time = 0
Anim 			= 3610
PosType 		= P1
Scale 			= 0.5,0.5
removeongethit 	= 1
SprPriority 	= 3
SuperMoveTime 	= 140
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 功刀エフェ1]
type = Explod
trigger1 = AnimElemTime(5) = 0
Anim 			= 3611
PosType 		= P1
Scale 			= 0.5,0.5
removeongethit 	= 1
SprPriority 	= 3
SuperMoveTime 	= 128
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 功刀エフェ2]
type = Explod
trigger1 = AnimElemTime(5) = 50
Anim 			= 3612
PosType 		= P1
Scale 			= 0.5,0.5
removeongethit 	= 1
SprPriority 	= 3
SuperMoveTime 	= 75
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State トランス]
type = Trans
trigger1 = NumHelper(3600)
trigger1 = helper(3600),var(12)>0
trans = addalpha
alpha = helper(3600),var(12),256-helper(3600),var(12)

[State 攻撃へ]
type = ChangeState
trigger1 = Animtime = 0
value = 3601

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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;死祀2(攻撃判定)コーフから発生
;---------------------------------------------------------------------------
[Statedef 3601]
type 		= S
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 3601
ctrl 		= 0

[State 無敵]
type = NotHitBy
trigger1 = anim = 3601
value = SCA
time = 1

[State 押し判定]
type = PlayerPush
trigger1 = Anim = 3601
trigger1 = AnimElemTime(2) >= 0
value = 0
IgnoreHitPause = 1
persistent = 1

[State 速度]
type = VelSet
trigger1 = time >= 1
trigger1 = Anim = 3601
x = 13
IgnoreHitPause = 1
persistent = 1

[State 攻撃シマツリ2　ロック判定]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr 				= S, HA
damage 				= 0,0
animtype 			= Hard
getpower 			= 0,0
givepower 			= 100,100
guardflag 			= MA
hitflag 			= MAF
priority 			= 5,Hit
guardsound 			= s6,2
sparkno 			= -1
sparkxy 			= 0,0
ground.type 		= High

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

ground.velocity 	= -2.1,-5.5
air.velocity 		= -1.8,-5.5

fall 				= 1
fall.recover 		= 0
guard.kill 			= 0
p2facing 			= 1
ID 					= 3601
P2StateNo 			= 3607

;[State 相手ロック]
;type = TargetState
;trigger1 = MoveHit
;trigger1 = !Target,IsHelper
;trigger1 = NumTarget(3601)
;trigger1 = target(3601),MoveType = H
;value = 3607
;ID = 3601
;IgnoreHitPause = 1
;persistent = 0

;ヒットスパーク--------------------
[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 0,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State ヒット演出へ]
type = ChangeState
trigger1 = MoveHit
trigger1 = !Target,IsHelper
trigger1 = NumTarget(3601)
trigger1 = target(3601),StateNo = 3607
value = 3603

[State 摩擦]
type = StateTypeSet
trigger1 = time = 28
physics = S

[State ガード空振り]
type = ChangeAnim
trigger1 = time = 28
value = 3602

[State ターン]
type = Turn
trigger1 = Anim = 3602
trigger1 = AnimElem = 5
trigger1 = P2Dist X < 0


[State トランス]
type = AssertSpecial
trigger1 = time < 1
flag = Invisible

[State トランス]
type = Trans
trigger1 = NumHelper(3600)
trigger1 = helper(3600),var(12)>0
trans = addalpha
alpha = helper(3600),var(12),256-helper(3600),var(12)

[State 0へ]
type = ChangeState
trigger1 = Anim = 3602
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;死祀2(ヒット演出)
;---------------------------------------------------------------------------
[Statedef 3603]
type 		= S
movetype 	= A
physics	 	= S
VelSet 		= 25,0
anim 		= 3603
ctrl 		= 0

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

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

[State 剣オーラ1]
type = Explod
trigger1 = time = 0
Anim 			= 3615
Scale 			= 0.5,0.5
PosType 		= P1
BindTime 		= -1
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0
ID = 3615

;残像ヘルパー-------------
[State 残像1]
Type = Helper
trigger1 = time = 0
StateNo 		= 3630
ID 				= 3631
name 			= "zanzo1"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 残像2]
Type = Helper
trigger1 = time = 0
StateNo 		= 3630
ID 				= 3632
name 			= "zanzo2"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 残像3]
Type = Helper
trigger1 = time = 0
StateNo 		= 3630
ID 				= 3633
name 			= "zanzo3"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 残像4]
Type = Helper
trigger1 = time = 0
StateNo 		= 3630
ID 				= 3634
name 			= "zanzo4"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 残像5]
Type = Helper
trigger1 = time = 0
StateNo 		= 3630
ID 				= 3635
name 			= "zanzo5"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0
;残像ヘルパー-------------

[State 剣閃エフェクト]
type = Explod
trigger1 = AnimElem = 2
Anim 			= 3530
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
trans 			= add
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0
ID = 3630

;ヘルパー-------------------------

[State スパーク1]
Type = Helper
Trigger1 = time = 4
StateNo 		= 3620
ID 				= 3621
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク2]
Type = Helper
Trigger1 = time = 8
StateNo 		= 3620
ID 				= 3622
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク3]
Type = Helper
Trigger1 = time = 8
StateNo 		= 3620
ID 				= 3623
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク4]
Type = Helper
Trigger1 = time = 10
StateNo 		= 3620
ID 				= 3624
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク5]
Type = Helper
Trigger1 = time = 10
StateNo 		= 3620
ID 				= 3625
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク6]
Type = Helper
Trigger1 = time = 14
StateNo 		= 3620
ID 				= 3626
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク7]
Type = Helper
Trigger1 = time = 18
StateNo 		= 3620
ID 				= 3627
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク8]
Type = Helper
Trigger1 = time = 18
StateNo 		= 3620
ID 				= 3628
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------
;剣オーラ残像-------------------------

[State 剣オーラ残像a1]
type = Explod
trigger1 = time = 99
Anim 			= 3620
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラ残像a2]
type = Explod
trigger1 = time = 102;106
Anim 			= 3621
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラ残像a3]
type = Explod
trigger1 = time = 105;114
Anim 			= 3622
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラ残像a4]
type = Explod
trigger1 = time = 108;122
Anim 			= 3623
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラ残像a5]
type = Explod
trigger1 = time = 111;130
Anim 			= 3624
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0


[State 剣オーラ残像b1]
type = Explod
trigger1 = time = 99
Anim 			= 3625
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラ残像b2]
type = Explod
trigger1 = time = 102;106
Anim 			= 3626
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラ残像b3]
type = Explod
trigger1 = time = 105;114
Anim 			= 3627
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラ残像b4]
type = Explod
trigger1 = time = 108;122
Anim 			= 3628
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State 剣オーラ残像b5]
type = Explod
trigger1 = time = 111;130
Anim 			= 3629
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

;剣オーラ残像-------------------------

[State seシャラーン5]
type = PlaySnd
trigger1 = AnimElem = 2
value = s2,8
channel = 1

[State voiceシマツリ]
type = PlaySnd
trigger1 = AnimElemTime(2) = 30
value = s114,11
channel = 0

[State voice戯れはこれまでだ]
type = PlaySnd
trigger1 = AnimElemTime(6) = 29
value = s114,12
channel = 0

[State 相手ダメージモーション]
type = TargetState
triggerall = !Target,IsHelper
triggerall = NumTarget(3601)
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(21) <= 8
value = 3608
ID = 3601
IgnoreHitPause = 1
persistent = 0

[State ヒット数]
type = HitAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3601)
trigger1 = time = [90,210]
trigger1 = time%6 = 0
trigger2 = time = [215,315]
trigger2 = time%5 = 0
trigger3 = AnimElemTime(22) = 0
value = 1
IgnoreHitPause = 1
persistent = 1

[State 攻撃 2-43hitsライフ]
type = TargetLifeAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3601)
trigger1 = time = [90,210]
trigger1 = time%6 = 0
trigger2 = time = [215,315]
trigger2 = time%5 = 0
value = -Ceil(((ifelse((fvar(10)&&fvar(10)<0.2),0.2,fvar(10))*8)) *const(data.attack)/100)
ID = 3601
kill = 0
absolute = 0
IgnoreHitPause = 1
persistent = 1

[State 攻撃 2-44hitsパワー]
type = TargetPowerAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3601)
trigger1 = time = [90,210]
trigger1 = time%6 = 0
trigger2 = time = [215,315]
trigger2 = time%5 = 0
trigger3 = AnimElemTime(22) = 0
value = 7
ID = 3601
IgnoreHitPause = 1
persistent = 1

[State 攻撃 44hitライフ]
type = TargetLifeAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3601)
trigger1 = AnimElemTime(22) = 0
value = -Ceil(((ifelse((fvar(10)&&fvar(10)<0.2),0.2,fvar(10))*227 +ifelse(fvar(10),var(49)*5,0))) *const(data.attack)/100)
ID = 3601
kill = 1
absolute = 0
IgnoreHitPause = 1
persistent = 0

[State 相手ダウンへ]
type = TargetState
triggerall = !Target,IsHelper
triggerall = NumTarget(3601)
trigger1 = AnimElemTime(22) = 0
value = 3609
ID = 3601
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク--------------------
[State コモンスパーク]
type = GameMakeAnim
triggerall = var(51) = 0
trigger1 = time = [90,210]
trigger1 = time%6 = 0
trigger2 = time = [215,315]
trigger2 = time%5 = 0
Pos =floor((P2Dist X+target(3601),const(size.ground.back)/2)-20+random%40),floor(target(3601),const(size.mid.pos.Y)-P2Dist Y-10+random%30)
value = 2
IgnoreHitPause = 1
Persistent = 1

[State 2仕様斬（通常攻撃+必殺技)スパークセット]
Type = Helper
triggerall = var(51) >= 1
trigger1 = time = [90,210]
trigger1 = time%6 = 0
trigger2 = time = [215,315]
trigger2 = time%5 = 0
StateNo 		= 20500
ID 				= 3603
name 			= "Hit_Spark"
PosType 		= P1
;Pos 			= floor((P2Dist X+target(3601),const(size.ground.back)/2)-20+random%40),floor((((target(3601),const(size.head.pos.Y)-(target(3601),const(size.mid.pos.Y)))/2))+target(3601),const(size.mid.pos.Y)-P2Dist Y-25+random%30)
Pos 			= floor((P2Dist X+target(3601),const(size.ground.back)/2)-20+random%40),floor(target(3601),const(size.mid.pos.Y)-P2Dist Y-10+random%30)
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 1

[State 2仕様ムオンヒットエフェクト]
Type = Helper
trigger1 = AnimElemTime(21) = 0
StateNo 		= 3640
ID 				= 3640
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor((P2Dist X+target(3601),const(size.ground.back)/2)-20+random%40),-85
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

[State seヒットサウンド]
type = PlaySnd
trigger1 = time = [90,210]
trigger1 = time%6 = 0
trigger2 = time = [215,315]
trigger2 = time%5 = 0
trigger3 = AnimElemTime(22) = 0
value = s5,12
freqmul = 1.0;ifelse(time<175,1.1,1.2)
volume = ifelse(time<175,-50,-25)
IgnoreHitPause = 1
Persistent = 1

[State seヒットサウンド]
type = PlaySnd
trigger1 = AnimElemTime(22) = 0
value = s5,6
IgnoreHitPause = 1
Persistent = 0

[State トランス]
type = Trans
trigger1 = NumHelper(3600)
trigger1 = prevstateno = 3601
trans = addalpha
alpha = helper(3600),var(12),helper(3600),var(13)

[State 演出終わりへ]
type = ChangeState
trigger1 = AnimElemTime(22) = 10
value = 3604

[State 0へ]
type = ChangeState
trigger1 = Anim = 3604
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;死祀2(ヒット演出終わり)
;---------------------------------------------------------------------------
[Statedef 3604]
type 		= S
movetype 	= I
physics 	= S

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

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

[State アニメ勝利反対向き]
type = ChangeAnim
trigger1 = WinKO
trigger1 = time = 0
trigger1 = P2Dist X < 0
value = 3605
persistent = 0

[State アニメ反対向き]
type = ChangeAnim
trigger1 = !WinKO
trigger1 = time = 0
trigger1 = P2Dist X < 0
value = 3604
elem = 23
persistent = 0

[State ターン]
type = Turn
trigger1 = Anim = 3604 || Anim = 3605
trigger2 = Anim = 3603
trigger2 = AnimElem = 24
Persistent = 0

[State voice許せ]
type = PlaySnd
trigger1 = !WinKO
trigger1 = Time = 5
value = s114,9
channel = 0

[State voice加減のできぬ]
type = PlaySnd
trigger1 = WinKO
trigger1 = Anim = 3605
trigger1 = AnimElemTime(1) = 5
value = s114,13
channel = 0

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

;---------------------------------------------------------------------------
;死祀2喰らった相手待機
;---------------------------------------------------------------------------
[Statedef 3607]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0
VelSet 		= 0,0

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

[State ポスX]
type = PosAdd
trigger1 = BackEdgeBodyDist < 80
x = 15

[State アニメ]
type = ChangeAnim
trigger1 = 1
value = 5012

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

[State セルフステート保険]
type = SelfState
trigger1 = time = 100
value = 50

;---------------------------------------------------------------------------
;死祀2喰らった相手(追撃)
;---------------------------------------------------------------------------
[Statedef 3608]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0
VelSet 		= 0,0

[State アニメ2]
type = ChangeAnim2
trigger1 = time = 0
value = 3508
IgnoreHitPause = 1
persistent = 0

[State ポスY]
type = PosSet
trigger1 = 1
y = 0

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

[State セルフステート保険]
type = SelfState
trigger1 = time = 600
value = 50

;---------------------------------------------------------------------------
;死祀2喰らった相手(喰らい後落下)
;---------------------------------------------------------------------------
[Statedef 3609]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0

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

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 速度]
type = VelSet
trigger1 = alive
trigger1 = time = 30
trigger2 = !alive
trigger2 = time = 120
x = 0
y = -4
[State 加速度]
type = VelAdd
trigger1 = alive
trigger1 = time >= 30
trigger2 = !alive
trigger2 = time >= 120
y = 0.48
persistent = 1

[State カスタムへ];Hit ground
type = ChangeState
trigger1 = alive
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 4990

[State KO時バウンドダウンへ] ;Hit ground
type = SelfState
trigger1 = !alive
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[State セルフステート保険]
type = SelfState
trigger1 = time = 600
value = 50

;---------------------------------------------------------------------------
;Helper 死祀2突進エフェクト
;---------------------------------------------------------------------------
;Var(0)	トランス用S
;Var(4)	トランス用フェードアウトスイッチ
;Var(6)	ポスY

[Statedef 3610]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 3510
SprPriority = 2

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

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

;ポス
[State ポスY]
type = VarSet
trigger1 = root,anim = 3601
trigger2 = root,anim = 3602
var(6) = -55
[State ポスY]
type = VarSet
trigger1 = Root,anim = 3603 && Root,AnimElemTime(2) >= 0
var(6) = -48

[State ポス]
type = PosSet
trigger1 = root,StateNo = [3600,3603]
x = (root,Pos X)
y = (root,Pos Y)+var(6)

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

[State Sフェードアウトスイッチ]
type = VarSet
Trigger1 = (Root,StateNo = 3602 && Root,Anim = 3602 && Root,AnimElem = 3)
Trigger2 = (Root,StateNo = 3603 && Root,AnimElem = 3)
var(4) = 1
IgnoreHitPause = 1
persistent = 0

[State Sフェードアウトスイッチ]
type = VarSet
Trigger1 = Root,StateNo != [3602,3603]
var(4) = 2
IgnoreHitPause = 1
persistent = 0

[State Sフェードアウト]
type = VarAdd
Trigger1 = var(4) = 1
var(0) = -12
IgnoreHitPause = 1
persistent = 1

[State Sフェードアウト]
type = VarAdd
Trigger1 = var(4) = 2
var(0) = -32
IgnoreHitPause = 1
persistent = 1

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

[State デス]
type = DestroySelf
trigger1 = var(0) < 0

;---------------------------------------------------------------------------
;helper シマツリ2剣閃びりびりスパーク
;---------------------------------------------------------------------------
;var(0) トランス用
;var(2)	角度
;var(5) Pos X用
;var(6)	Pos Y用
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 3620]
type 		= A
Movetype 	= I
physics 	= N
SprPriority = 4

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

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

[State ターン]
type = Turn
triggerall = time = 0
trigger1 = IsHelper(3621)
trigger2 = IsHelper(3622)
trigger3 = IsHelper(3623)
trigger4 = IsHelper(3624)
trigger5 = IsHelper(3625)
trigger6 = IsHelper(3626)
;trigger7 = IsHelper(3627)
;trigger8 = IsHelper(3628)
IgnoreHitPause = 1
persistent = 0

;アニメ
[State アニメ]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(3621)
trigger2 = IsHelper(3622)
trigger3 = IsHelper(3623)
trigger4 = IsHelper(3624)
trigger5 = IsHelper(3625)
trigger6 = IsHelper(3626)
trigger7 = IsHelper(3627)
trigger8 = IsHelper(3628)
value = 20565

[State ポス]
type = null
triggerall = time = 0
trigger1 = IsHelper(3621)
trigger1 = var(5) := 50+random%40
trigger1 = var(6) := -25+random%10
trigger2 = IsHelper(3622)
trigger2 = var(5) := 110+random%40
trigger2 = var(6) := -65+random%10
trigger3 = IsHelper(3623)
trigger3 = var(5) := 40+random%40
trigger3 = var(6) := -110+random%10
trigger4 = IsHelper(3624)
trigger4 = var(5) := 90+random%40
trigger4 = var(6) := -15+random%10
trigger5 = IsHelper(3625)
trigger5 = var(5) := -35+random%40
trigger5 = var(6) := -40+random%10
trigger6 = IsHelper(3626)
trigger6 = var(5) := 40+random%40
trigger6 = var(6) := -105+random%10
trigger7 = IsHelper(3627)
trigger7 = var(5) := -30+random%40
trigger7 = var(6) := -115+random%10
trigger8 = IsHelper(3628)
trigger8 = var(5) := 80+random%40
trigger8 = var(6) := -65+random%10

[State ポス]
type = PosSet
trigger1 = 1
x = floor(parent,Pos X)+var(5)*parent,facing
y = floor(parent,Pos Y)+var(6)

;サイズ
[State サイズ]
type = AngleDraw
trigger1 = IsHelper(3621)
trigger1 = fvar(1) := 0.6
trigger1 = fvar(2) := 0.8
trigger2 = IsHelper(3622)
trigger2 = fvar(1) := 0.8
trigger2 = fvar(2) := 1.0
trigger3 = IsHelper(3623)
trigger3 = fvar(1) := 0.3
trigger3 = fvar(2) := 1.0
trigger4 = IsHelper(3624)
trigger4 = fvar(1) := 0.3
trigger4 = fvar(2) := 1.0
trigger5 = IsHelper(3625)
trigger5 = fvar(1) := 0.2
trigger5 = fvar(2) := 0.3
trigger6 = IsHelper(3626)
trigger6 = fvar(1) := 0.2
trigger6 = fvar(2) := 0.3
trigger7 = IsHelper(3627)
trigger7 = fvar(1) := 0.5
trigger7 = fvar(2) := 0.8
trigger8 = IsHelper(3628)
trigger8 = fvar(1) := 0.6
trigger8 = fvar(2) := 0.9
Scale = fvar(1),fvar(2)

;角度
[State 角度]
type = AngleSet
trigger1 = IsHelper(3621)
trigger1 = var(2) := -50
trigger2 = IsHelper(3622)
trigger2 = var(2) := -40
trigger3 = IsHelper(3623)
trigger3 = var(2) := 125
trigger4 = IsHelper(3624)
trigger4 = var(2) := -80
trigger5 = IsHelper(3625)
trigger5 = var(2) := -45
trigger6 = IsHelper(3626)
trigger6 = var(2) := -30
trigger7 = IsHelper(3627)
trigger7 = var(2) := 90
trigger8 = IsHelper(3628)
trigger8 = var(2) := 40
value = var(2)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20565
trigger1 = time >= 7
var(0) = -26
[State Sフェードアウト]
type = VarAdd
trigger1 = anim = 20566
trigger1 = time >= 4
var(0) = -26

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

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

;---------------------------------------------------------------------------
;helper 死祀2残像
;---------------------------------------------------------------------------
;var(0) トランス用

[Statedef 3630]
type 		= S
movetype 	= I
physics 	= S
Anim 		= 3630
ctrl 		= 0

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

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

[State アニメ]
type = ChangeAnim
Trigger1 = Time <= Ifelse(IsHelper(3631),0,Ifelse(IsHelper(3632),8,Ifelse(IsHelper(3633),16,Ifelse(IsHelper(3634),24,32))))
value = 3630
elem = 1

[State 速度]
type = VelSet
trigger1 = Anim = 3630
trigger1 = AnimElem = 2
x = 25

;画面端時、本体追い抜き禁止
[State 速度]
type = VelSet
trigger1 = rootDist X <= 0
x = 0
Persistent = 1
[State ポス]
type = PosSet
trigger1 = rootDist X <= 0
x = floor(root,Pos X)
Persistent = 1

[State 剣オーラ2]
type = Explod
trigger1 = Anim = 3630
trigger1 = AnimElem = 2
Anim 			= 3635
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0
ID = 3635

[State 剣閃]
type = Explod
trigger1 = Anim = 3630
trigger1 = AnimElem = 3
Anim 			= 3530
PosType 		= P1
Pos 			= 15,0
Scale 			= 0.5,0.5
BindTime 		= -1
trans 			= addalpha
alpha 			= Ifelse(IsHelper(3631),236,Ifelse(IsHelper(3632),216,Ifelse(IsHelper(3633),196,Ifelse(IsHelper(3634),176,156)))),256
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0
ID = 3530

;ヘルパー-------------------------

[State スパーク1]
Type = Helper
trigger1 = Anim = 3630
trigger1 = AnimElemTime(2) = 4
StateNo 		= 3620
ID 				= 3621
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク2]
Type = Helper
trigger1 = Anim = 3630
trigger1 = AnimElemTime(3) = 4
StateNo 		= 3620
ID 				= 3622
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク3]
Type = Helper
trigger1 = Anim = 3630
trigger1 = AnimElemTime(3) = 4
StateNo 		= 3620
ID 				= 3623
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク4]
Type = Helper
trigger1 = Anim = 3630
trigger1 = AnimElemTime(3) = 6
StateNo 		= 3620
ID 				= 3624
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク5]
Type = Helper
trigger1 = Anim = 3630
trigger1 = AnimElemTime(3) = 6
StateNo 		= 3620
ID 				= 3625
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク6]
Type = Helper
trigger1 = Anim = 3630
trigger1 = AnimElemTime(3) = 10
StateNo 		= 3620
ID 				= 3626
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク7]
Type = Helper
trigger1 = Anim = 3630
trigger1 = AnimElemTime(3) = 14
StateNo 		= 3620
ID 				= 3627
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

[State スパーク8]
Type = Helper
trigger1 = Anim = 3630
trigger1 = AnimElemTime(3) = 14
StateNo 		= 3620
ID 				= 3628
name 			= "spark"
PosType 		= P1
PauseMoveTime 	= ifelse(root,var(35),root,var(35)+1,0)
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------

;トランス　デス
[State Sトランス]
type = null
triggerall = AnimElemTime(2) = 0
trigger1 = IsHelper(3631)
trigger1 = var(0) := 192
trigger2 = IsHelper(3632)
trigger2 = var(0) := 160
trigger3 = IsHelper(3633)
trigger3 = var(0) := 128
trigger4 = IsHelper(3634)
trigger4 = var(0) := 112
trigger5 = IsHelper(3635)
trigger5 = var(0) := 96

[State Sフェードアウト]
type = VarAdd
trigger1 = AnimElemTime(3) >= 24
var(0) = Ifelse(IsHelper(3631),-10,Ifelse(IsHelper(3632),-9,Ifelse(IsHelper(3633),-8,Ifelse(IsHelper(3634),-7,-6))))

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

[State デス]
type = DestroySelf
trigger1 = var(0) < 0

;---------------------------------------------------------------------------
;helper シマツリ２ 44ヒット目エフェクト（2仕様ムオン）
;---------------------------------------------------------------------------
;var(2)	角度
;Var(35)タイム代用
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 3640]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 12000;空アニメ
SprPriority = 3

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

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

;ヘルパー-------------------------

[State スパーク1中]
Type = Helper
Trigger1 = time = 0
StateNo 		= 3650
ID 				= 3650
name 			= "spark"
PosType 		= P1
Pos 			= -20,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク2小]
Type = Helper
Trigger1 = time = 2
StateNo 		= 3650
ID 				= 3651
name 			= "spark"
PosType 		= P1
Pos 			= -10,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク3大]
Type = Helper
Trigger1 = time = 4
StateNo 		= 3650
ID 				= 3652
name 			= "spark"
PosType 		= P1
Pos 			= 0,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク4中]
Type = Helper
Trigger1 = time = 6
StateNo 		= 3650
ID 				= 3653
name 			= "spark"
PosType 		= P1
Pos 			= 30,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク5小]
Type = Helper
Trigger1 = time = 7
StateNo 		= 3650
ID 				= 3654
name 			= "spark"
PosType 		= P1
Pos 			= 50,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク6大]
Type = Helper
Trigger1 = time = 8
StateNo 		= 3650
ID 				= 3655
name 			= "spark"
PosType 		= P1
Pos 			= 70,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク7中]
Type = Helper
Trigger1 = time = 9
StateNo 		= 3650
ID 				= 3656
name 			= "spark"
PosType 		= P1
Pos 			= 100,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク8小]
Type = Helper
Trigger1 = time = 10
StateNo 		= 3650
ID 				= 3657
name 			= "spark"
PosType 		= P1
Pos 			= 120,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク9大]
Type = Helper
Trigger1 = time = 12
StateNo 		= 3650
ID 				= 3658
name 			= "spark"
PosType 		= P1
Pos 			= 36,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク10中]
Type = Helper
Trigger1 = time = 14
StateNo 		= 3650
ID 				= 3659
name 			= "spark"
PosType 		= P1
Pos 			= 173,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク11小]
Type = Helper
Trigger1 = time = 16
StateNo 		= 3650
ID 				= 3660
name 			= "spark"
PosType 		= P1
Pos 			= 180,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク12中]
Type = Helper
Trigger1 = time =18
StateNo 		= 3650
ID 				= 3661
name 			= "spark"
PosType 		= P1
Pos 			= 200,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State スパーク13大]
Type = Helper
Trigger1 = time = 20
StateNo 		= 3650
ID 				= 3662
name 			= "spark"
PosType 		= P1
Pos 			= 220,0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------

[State タイム代用]
type = VarAdd
trigger1 = root,StateNo = 3603
trigger1 = root,AnimElemTime(22) = 0
trigger2 = var(35) >= 1
var(35) = 1
IgnoreHitPause = 1
persistent = 1

[State アニメ]
type = ChangeAnim
trigger1 = var(35) >= 1
value = 20540
IgnoreHitPause = 1
persistent = 0

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 0.6
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = 0.5

;時間経過サイズ
[State X]
type = VarAdd
trigger1 = var(35) >= 1
trigger1 = var(35) <= 5
fvar(1) = 0.2
[State X]
type = VarAdd
trigger1 = var(35) >= 6
fvar(1) = 0.6
[State Y]
type = VarAdd
trigger1 = var(35) >= 1
trigger1 = var(35) <= 10
fvar(2) = 0.2
[State Y]
type = VarAdd
trigger1 = var(35) >= 14
trigger1 = fvar(2) > 0.1
fvar(2) = -0.25

[State Y]
type = VarAdd
trigger1 = fvar(2) <= 0.1
fvar(2) = -0.04

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(2)
[State 角度]
type = AngleSet
trigger1 = 1
value = 0

;トランス　デス

[State アニメ]
type = ChangeAnim
trigger1 = anim = 20540
trigger1 = fvar(2) <= 0.05
value = 12000
IgnoreHitPause = 1
persistent = 0

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

[State デス]
Type = DestroySelf
;trigger1 = anim = 20540
;trigger1 = fvar(2) <= 0.05
trigger1 = time >= 120

;---------------------------------------------------------------------------
;helper シマツリ２　44ヒット目びりびりスパーク（2仕様ムオン）
;---------------------------------------------------------------------------
;var(0) トランス用S
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 3650]
type 		= A
Movetype 	= I
physics 	= N
Anim 		= 20555
SprPriority = 4

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

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

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = random%2=0
IgnoreHitPause = 1
persistent = 0

;サイズX
[State 小]
type = VarSet
trigger1 = IsHelper(3651)
trigger2 = IsHelper(3654)
trigger3 = IsHelper(3657)
trigger4 = IsHelper(3660)
fvar(1) = 0.1
[State 中]
type = VarSet
trigger1 = IsHelper(3650)
trigger2 = IsHelper(3653)
trigger3 = IsHelper(3656)
trigger4 = IsHelper(3659)
trigger5 = IsHelper(3661)
fvar(1) = 0.3
[State 大]
type = VarSet
trigger1 = IsHelper(3652)
trigger2 = IsHelper(3655)
trigger3 = IsHelper(3658)
trigger4 = IsHelper(3662)
fvar(1) = 0.5
;サイズY
[State 小]
type = VarSet
trigger1 = IsHelper(3651)
trigger2 = IsHelper(3654)
trigger3 = IsHelper(3657)
trigger4 = IsHelper(3660)
fvar(2) = 0.3
[State 中]
type = VarSet
trigger1 = IsHelper(3650)
trigger2 = IsHelper(3653)
trigger3 = IsHelper(3656)
trigger4 = IsHelper(3659)
trigger5 = IsHelper(3661)
fvar(2) = 0.5
[State 大]
type = VarSet
trigger1 = IsHelper(3652)
trigger2 = IsHelper(3655)
trigger3 = IsHelper(3658)
trigger4 = IsHelper(3662)
fvar(2) = 0.9

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

[State 角度]
type = AngleSet
trigger1 = time = 0
value = random%360

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 7
var(0) = -26

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0


;;;=========================================================================
;;;=========================================================================
;---------------------------------------------------------------------------
;死祀3発動
;---------------------------------------------------------------------------
[Statedef 3700]
type 		= S
movetype 	= A
physics 	= N
VelSet 		= 0,0
anim 		= 3700
ctrl 		= 0

[State パワー]
type = PowerAdd
trigger1 = time = 0
value = -3000
IgnoreHitPause = 1
Persistent = 0

[State CF技発動]
type = VarSet
trigger1 = time = 0
var(46) = 4

[State クヌギ攻撃力増]
type = VarSet
trigger1 = time = 0
var(49) = var(48)
IgnoreHitPause = 1
Persistent = 0

[State クヌギリセット]
type = VarSet
trigger1 = time = 0
var(48) = 0
IgnoreHitPause = 1
Persistent = 0

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

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

[State voiceナウマクサ(ry]
type = PlaySnd
trigger1 = time = 1
value = s114,10
channel = 0
ignorehitpause = 1
Persistent = 0

[State voice終わりにしよう]
type = PlaySnd
trigger1 = time = 115
value = s114,14
channel = 0
ignorehitpause = 1
Persistent = 0

[State se功刀]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = s3,0
channel = 1
ignorehitpause = 1
Persistent = 0

[State スーパーポーズ]
type = SuperPause
trigger1 = time = 0
time = 168
Movetime = 168
anim = -1
P2DefMul = 1
darken = 0

[State シマツリ3用暗転セット]
Type = Helper
Trigger1 = time = 0
StateNo 		= 21500
ID 				= 3700
name 			= "anten"
PosType 		= left
Ownpal 			= 1
SuperMoveTime 	= 168;999999999999
;PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State シマツリ3手ビリビリエフェ]
type = Explod
trigger1 = time = 0
Anim 			= 3725
PosType 		= P1
BindTime 		= -1
Scale 			= 0.5,0.5
removeongethit 	= 1
SprPriority 	= 2
SuperMoveTime 	= 168
PauseMoveTime 	= ifelse(var(35),999999999999,0)
Persistent = 0
ID = 3725

[State 剣オーラエフェクト]
type = Explod
trigger1 = AnimElem = 5
Anim 			= 3720
PosType 		= P1
BindTime 		= -1
Scale 			= 0.5,0.5
removeongethit 	= 1
SprPriority 	= 2
SuperMoveTime 	= 157
PauseMoveTime 	= ifelse(var(35),999999999999,0)
Persistent = 0
ID = 3720

[State シマツリ3手ビリビリエフェ]
type = Explod
trigger1 = AnimElemTime(5) = 36
Anim 			= 3726
PosType 		= P1
BindTime 		= -1
Scale 			= 0.5,0.5
removeongethit 	= 1
SprPriority 	= 2
SuperMoveTime 	= 133
PauseMoveTime 	= ifelse(var(35),999999999999,0)
Persistent = 0
ID = 3726

[State トランス]
type = Trans
trigger1 = NumHelper(3700)
trigger1 = AnimElemTime(8) >= 1
trans = addalpha
alpha = helper(3700),var(12),helper(3700),var(13)

[State 攻撃へ]
type = ChangeState
trigger1 = Animtime = 0
value = 3701

;エフェクト消去----------------------

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

;エフェクト消去----------------------

;---------------------------------------------------------------------------
;死祀3(攻撃判定)
;---------------------------------------------------------------------------
[Statedef 3701]
type 		= S
movetype 	= A
physics 	= S
VelSet 		= 0,0
anim 		= 3701
ctrl 		= 0

[State 無敵]
type = NotHitBy
trigger1 = AnimElemTime(3) <= 1
value = SCA
time = 1

[State 剣オーラエフェクト]
type = Explod
trigger1 = time = 0
Anim 			= 3721
Scale 			= 0.5,0.5
PosType 		= P1
BindTime 		= -1
RemoveonGetHit 	= 0
SprPriority 	= 3
PauseMoveTime 	= ifelse(var(35),999999999999,0)
Persistent = 0
ID = 3721

[State 死祀3フラッシュ]
type = Explod
trigger1 = time = 0
Anim 			= 12005
PosType 		= Left
Pos 			= 160,120
Scale 			= 30,30
BindTime 		= -1
OnTop 			= 1
;SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),999999999999,0)
SprPriority 	= 30
Persistent = 0

[State 死祀3初撃大剣閃エフェクト]
Type = Helper
trigger1 = time = 1
StateNo 		= 3710
ID 				= 3710
name 			= "daikensen"
PosType 		= P1
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

[State seシャラーン5]
type = PlaySnd
trigger1 = AnimElem = 2
value = s2,8
freqmul = 1.0
channel = 1

[State 攻撃シマツリ3　ロック判定]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElem = 2
attr				 = S, HA
damage				 = 0,0
animtype			 = Hard
getpower			 = 0,0
givepower			 = 100,100
guardflag			 = MA
hitflag				 = MAF
priority			 = 7,Hit
guardsound			 = s6,2
sparkno				 = -1
sparkxy				 = 0,0
ground.type			 = High

pausetime 			= 0,30
ground.slidetime	= 23						;(省略時0)
ground.hittime 		= 24						;(省略時0)
air.hittime 		= 29						;(省略時20)
guard.pausetime		= 0,30
guard.slidetime 	= 23						;(省略時guard.hittime)
guard.hittime 		= 24+(P2StateType = A)*5	;(省略時ground.hittime)
guard.ctrltime 		= 24+(P2StateType = A)*5	;(省略時ground.slidetime)

ground.velocity		 = -2.1,-5.5
air.velocity		 = -1.8,-5.5

fall				 = 1
fall.recover		 = 0
guard.kill			 = 0
p2facing			 = 1
ID					 = 3701
P2StateNo 			 = 3707

;[State 相手ロック]
;type = TargetState
;trigger1 = MoveHit
;trigger1 = !Target,IsHelper
;trigger1 = NumTarget(3701)
;trigger1 = target(3701),MoveType = H
;value = 3707
;ID = 3701
;IgnoreHitPause = 1
;persistent = 0

;ヒットスパーク--------------------
[State ガードスパーク]
Type = Helper
trigger1 = MoveGuarded
StateNo 		= 10050
ID 				= 10050
name 			= "Hit_Spark"
PosType 		= P2
Pos 			= 0,-70
Ownpal 			= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;ヒットスパーク--------------------

[State ヒット演出へ]
type = ChangeState
trigger1 = MoveHit
trigger1 = !Target,IsHelper
trigger1 = NumTarget(3701)
trigger1 = target(3701),StateNo = 3707
value = 3703

[State 相手ガードしない]
type = AttackDist
trigger1 = AnimElemTime(3) = 0
value = 0
IgnoreHitPause = 1
persistent = 1

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

;---------------------------------------------------------------------------
;死祀3(ヒット演出)
;---------------------------------------------------------------------------
[Statedef 3703]
type 		= S
movetype 	= A
physics 	= S
anim 		= 3703
ctrl 		= 0

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

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

[State 前ステートの剣オーラエフェクト消去]
type = RemoveExplod
trigger1 = 1
ID = 3721

[State 自分ポス]
type = Width
;trigger1 = time = 0
trigger1 = AnimElemTime(3) = 0
edge = 210,100

[State 相手ポス]
type = TargetBind
trigger1 = NumTarget(3701)
;trigger1 = time <= 1
trigger1 = AnimElemTime(3) = 0
time = 1
ID = 3701
pos = 120, 0

[State 剣オーラエフェクト]
type = Explod
trigger1 = time = 0
Anim 			= 3723
Postype 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(var(35),999999999999,0)
Persistent = 0

[State se風音]
type = PlaySnd
trigger1 = Time = 10;65
value = s4,6
Volume = -255
FreqMul = 1.8
channel = 3

[State voiceシマツリ]
type = PlaySnd
trigger1 = Time  = 5;70
value = s114,11
channel = 0

[State 画面揺れ]
type = EnvShake
trigger1 = time = 303
time = 127
freq = 90
ampl = -3

[State 相手ダメージモーション]
type = TargetState
trigger1 = !Target,IsHelper
trigger1 = NumTarget(3701)
trigger1 = AnimElemTime(28) = 2
value = 3708
ID = 3701
IgnoreHitPause = 1
persistent = 0

[State ヒット数]
type = HitAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3701)
trigger1 = time = [303,427]
trigger1 = time%3 = 0
trigger2 = time = 430
value = 1
IgnoreHitPause = 1
persistent = 1

[State 攻撃 2-43hitsライフ]
type = TargetLifeAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3701)
trigger1 = time = [303,427]
trigger1 = time%3 = 0
value = -Ceil(((ifelse((fvar(10)&&fvar(10)<0.2),0.2,fvar(10))*4)) *const(data.attack)/100)
ID = 3701
kill = 0
absolute = 0
IgnoreHitPause = 1
persistent = 1

[State 攻撃 44hitsライフ]
type = TargetLifeAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3701)
trigger1 = time = 430
value = -Ceil(((ifelse((fvar(10)&&fvar(10)<0.2),0.2,fvar(10))*553 +ifelse(fvar(10),var(49)*5,0))) *const(data.attack)/100)
ID = 3701
kill = 1
absolute = 0
IgnoreHitPause = 1
persistent = 0

[State 攻撃 2-44hitsパワー]
type = TargetPowerAdd
triggerall = !Target,IsHelper
triggerall = NumTarget(3701)
trigger1 = time = [303,430]
trigger1 = time%3 = 0
;value = 10
value = 70
ID = 3701
IgnoreHitPause = 1
persistent = 1

[State 相手ダウンへ]
type = TargetState
trigger1 = !Target,IsHelper
trigger1 = NumTarget(3701)
trigger1 = AnimElemTime(31) = 1
value = 3709
ID = 3701
IgnoreHitPause = 1
persistent = 0

;ヒットスパーク--------------------

[State コモンスパーク]
type = GameMakeAnim
triggerall = var(51) = 0
triggerall = !Target,IsHelper
triggerall = NumTarget(3701)
trigger1 = time = [303,430]
trigger1 = time%3 = 0
Pos =floor((P2Dist X+target(3701),const(size.ground.back)/2)-30+random%60),floor(target(3701),const(size.mid.pos.Y)-P2Dist Y-30+random%60)
value = random%4
IgnoreHitPause = 1
Persistent = 1

[State 3仕様斬（通常攻撃+必殺技)スパークセット]
Type = Helper
triggerall = var(51) >= 1
triggerall = !Target,IsHelper
triggerall = NumTarget(3701)
trigger1 = time = [303,430]
trigger1 = time%5 = 0		;実際のヒット数とは異なります
StateNo 		= 20700
ID 				= 3703
name 			= "Hit_Spark"
PosType 		= P1
Pos 			= floor((P2Dist X+target(3701),const(size.ground.back)/2)-5+random%10),floor(target(3701),const(size.mid.pos.Y)-P2Dist Y-5+random%10)
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 1

[State 飛び剣閃]
Type = Helper
triggerall = !Target,IsHelper
triggerall = NumTarget(3701)
trigger1 = time = [303,425]
trigger1 = time%3 = 0
StateNo 		= 3715
ID 				= 3715
name 			= "kensen"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),999999999999,0)
Persistent = 1

[State 死祀3大剣閃エフェクト]
Type = Helper
triggerall = !Target,IsHelper
triggerall = NumTarget(3701)
trigger1 = time = 426
StateNo 		= 3712
ID 				= 3712
name 			= "daikensen"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= ifelse(var(35),999999999999,0)
IgnoreHitPause = 1
Persistent = 0

;ヒットスパーク--------------------

[State seヒットサウンド]
type = PlaySnd
trigger1 = time = [303,430]
trigger1 = time%3 = 0
value = s5,12;10+random%6
;value = s5,16
freqmul = 1.05;ifelse(time<175,1.1,1.2)
volume = ifelse(time<350,-100,-75)
IgnoreHitPause = 1
Persistent = 1

[State seヒットサウンド]
type = PlaySnd
trigger1 = time = 431
value = s5,6
IgnoreHitPause = 1
Persistent = 0

[State 勝ち演出へ]
type = ChangeState
trigger1 = WinKO
trigger1 = AnimElemTime(31) = 30
value = 3705

[State 演出終わりへ]
type = ChangeState
trigger1 = !WinKO
trigger1 = AnimElemTime(31) = 30
value = 3704

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

;---------------------------------------------------------------------------
;死祀3(ヒット演出終わり)
;---------------------------------------------------------------------------
[Statedef 3704]
type 		= S
movetype 	= I
physics 	= S
anim 		= 3704;3707

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

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

;[State voiceなかなかにやるな]
;type = PlaySnd
;trigger1 = Time = 60
;value = s111,16
;channel = 0

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

;---------------------------------------------------------------------------
;死祀3(ヒット演出終わり)Winへ
;---------------------------------------------------------------------------
[Statedef 3705]
type 		= S
movetype 	= I
ctrl 		= 0
anim 		= 3705

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

[State いったん0へ]
type=ChangeState
trigger1 = Time = 1
value=0;180
ctrl=1

;---------------------------------------------------------------------------
;死祀3試合終了Win　ステート180より
;---------------------------------------------------------------------------
[Statedef 3706]
type = S
ctrl = 0

[State アニメ];ラウンド取得
type = ChangeAnim
trigger1 = time = 0
trigger1 = !MatchOver
value = 181
elem = 2
[State アニメ];勝利Life75↓
type = ChangeAnim
trigger1 = time = 0
trigger1 = MatchOver
;trigger1 = (100*life/LifeMax) < 75
;trigger1 = Life != LifeMax;test
value = 3706
;[State アニメ];勝利Life75↑
;type = ChangeAnim
;trigger1 = time = 0
;trigger1 = MatchOver
;;trigger1 = (100*life/LifeMax) >= 75
;trigger1 = Life = LifeMax;test
;value = 3707

[State voiceそのまま寝ていろ]
type = PlaySnd
trigger1 = anim = 181
trigger1 = AnimElem = 3
value = s110,5
channel = 5
[State seクヌギ]
type = PlaySnd
trigger1 = anim = 181
trigger1 = AnimElem = 18
value = s3,0
channel = 6
[State クヌギエフェクト]
Type = Explod
trigger1 = anim = 181
trigger1 = AnimElem = 18
Anim 			= 182
Pos 			= -14,-87
Postype 		= P1
BindTime 		= -1
Scale 			= 0.5,0.5
SprPriority 	= 3
IgnoreHitPause = 1
Persistent = 0
ID = 180

[State voice諦めよ]
type = PlaySnd
trigger1 = anim = 3706
trigger1 = AnimElem = 2
value = s110,8
channel = 5
volume = 255

[State voice討ち損じは無い]
type = PlaySnd
trigger1 = anim = 3707
trigger1 = AnimElemTime(2) = 5
value = s114,15
channel = 5

[State ラウンドノットオバ]
type = Assertspecial
trigger1 = Anim = 181;!MatchOver
trigger1 = time < 220
trigger2 = Anim = 3706;MatchOver
trigger2 = time < 200
trigger3 = Anim = 3707;MatchOver
trigger3 = time < 450
flag = RoundNotOver

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

;---------------------------------------------------------------------------
;死祀3喰らった相手待機
;---------------------------------------------------------------------------
[Statedef 3707]
type 		= A
movetype 	= H
physics 	= N
VelSet 		= 0,0
ctrl 		= 0

[State アニメ]
type = ChangeAnim
trigger1 = 1
value = 5012

;[State 無敵]
;type = null;HitBy
;trigger1 = 1
;value = SCA,AA,AP,AT
;time = 1

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

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

[State セルフステート保険]
type = SelfState
trigger1 = time = 400
value = 50

;---------------------------------------------------------------------------
;死祀3喰らった相手(追撃)
;---------------------------------------------------------------------------
[Statedef 3708]
type 		= A
movetype 	= H
physics 	= N
VelSet 		= 0,0
ctrl 		= 0

[State アニメ2]
type = ChangeAnim2
trigger1 = time = 0
value = 3508
IgnoreHitPause = 1
persistent = 0

;[State 無敵]
;type = null;HitBy
;trigger1 = 1
;value = SCA,AA,AP,AT
;time = 1

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

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

[State セルフステート保険]
type = SelfState
trigger1 = time = 1000
value = 50

;---------------------------------------------------------------------------
;死祀3喰らった相手(喰らい後落下)
;---------------------------------------------------------------------------
[Statedef 3709]
type 		= A
movetype 	= H
physics 	= N
ctrl 		= 0

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

[State anim]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State 速度]
type = VelSet
trigger1 = alive || !MatchOver
trigger1 = time = 30
trigger2 = MatchOver
trigger2 = !alive
trigger2 = time = 120
x = 0
y = -4

[State 加速度]
type = VelAdd
trigger1 = alive || !MatchOver
trigger1 = time >= 30
trigger2 = !alive
trigger2 = MatchOver
trigger2 = time >= 120
y = 0.48
persistent = 1

[State カスタムへ];Hit ground
type = ChangeState
trigger1 = alive
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 4990

[State KO時バウンドダウンへ] ;Hit ground
type = SelfState
trigger1 = !alive
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[State セルフステート保険]
type = SelfState
trigger1 = time = 1000
value = 50

;---------------------------------------------------------------------------
;helper シマツリ3　初撃大剣閃
;---------------------------------------------------------------------------
;var(2)	角度
;var(7) ポス
;fvar(1)サイズX
;fvar(2)サイズY
;fvar(5)X速度（方向決定）
;fvar(6)Y速度（方向決定）
;fvar(7) 速度

[Statedef 3710]
type 		= A
ctrl 		= 0
anim 		= 3710
sprpriority = 30

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

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

;サイズ------------------------
[State X]
type = VarSet
trigger1 = time = 0
fvar(1) = 1.0
[State Y]
type = VarSet
trigger1 = time = 0
fvar(2) = 1.0

[State 時間経過Y]
type = VarAdd
trigger1 = time = 9
trigger2 = time = 10
fvar(2) = -0.2
[State 時間経過Y]
type = VarAdd
trigger1 = time = 11
trigger2 = time = 12
trigger3 = time = 13
fvar(2) = -0.1

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

[State 角度]
type = AngleSet
trigger1 = time = 0 && var(2) := 36
value = var(2)

;XY方向
[State X];※θ*pi/180でdeg→radへ変換
type = VarSet
trigger1 = time = 0
fvar(5) = cos(var(2)*pi/180)
[State Y]
type = VarSet
trigger1 = time = 0
fvar(6) = sin(var(2)*pi/180)

;ポス
[State ポスXY]
type = VarSet
trigger1 = time = 0
var(7) = 750

[State ポスY]
type = PosSet
trigger1 = time = 0
x = (Pos x - ScreenPos x)+160
y = (Pos y - ScreenPos y)+120

[State ポス]
type = PosAdd
trigger1 = time = 0
x = floor(fvar(5)*var(7)*(-1))
y = floor(fvar(6)*var(7))

;速度
[State 速度]
type = VarSet
trigger1 = time = 0
fvar(7) = 65

[State 速度]
type = VelSet
trigger1 = time = 1
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

[State 速度0]
type = VelSet
trigger1 = time = 13
x = 0
y = 0

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

[State デス]
type = DestroySelf
trigger1 = Time > 14
;trigger2 = fvar(2) <= 0

;---------------------------------------------------------------------------
;helper シマツリ3　44hit目大剣閃
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(7) ポス
;fvar(1)サイズX
;fvar(2)サイズY
;fvar(5)X速度（方向決定）
;fvar(6)Y速度（方向決定）
;fvar(7) 速度

[Statedef 3712]
type 		= A
ctrl 		= 0
anim 		= 3710
sprpriority = 30

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

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

;サイズ------------------------
[State X]
type = VarSet
trigger1 = time = 0
fvar(1) = 1.0
[State Y]
type = VarSet
trigger1 = time = 0
fvar(2) = 0.7

[State 時間経過Y];非ＫＯ時
type = VarAdd
trigger1 = !WinKO
trigger1 = time >= 11
trigger1 = fvar(2) > 0
fvar(2) = ifelse(time<=16,-0.07,-0.035)

[State 時間経過X];ＫＯ時
type = VarAdd
trigger1 = WinKO
trigger1 = time >= 25
fvar(1) = 0.1
[State 時間経過Y];ＫＯ時
type = VarAdd
trigger1 = WinKO
trigger1 = time >= 25
fvar(2) = 0.5

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

[State 角度]
type = AngleSet
trigger1 = time = 0 && var(2) := 36
value = var(2)

;XY方向
[State X];※θ*pi/180でdeg→radへ変換
type = VarSet
trigger1 = time = 0
fvar(5) = cos(var(2)*pi/180)
[State Y]
type = VarSet
trigger1 = time = 0
fvar(6) = sin(var(2)*pi/180)

;ポス
[State ポスXY]
type = VarSet
trigger1 = time = 0
var(7) = 750

[State ポス]
type = PosSet
trigger1 = time = 0
x = root,Pos X+fvar(5)*var(7)*(-1)*root,facing
y = root,Pos Y+fvar(6)*var(7)-50

;速度
[State 速度]
type = VarSet
trigger1 = time = 0
fvar(7) = 95

[State 速度]
type = VelSet
trigger1 = time = 1
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

[State 速度0]
type = VelSet
trigger1 = time = 10
x = 0
y = 0

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

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

[State Sフェードアウト]
type = VarAdd
trigger1 = WinKO
trigger1 = time >= 30
var(0) = -6

[State デス]
type = DestroySelf
trigger1 = Time = 300
trigger2 = !WinKO && fvar(2) <= 0
trigger3 = WinKO && var(0) <= 0

;---------------------------------------------------------------------------
;helper　シマツリ3　飛び剣閃
;---------------------------------------------------------------------------
;var(2)	角度
;var(5) ポス
;fvar(1)サイズX
;fvar(2)サイズY
;fvar(5)X速度（方向決定）
;fvar(6)Y速度（方向決定）
;fvar(7) 速度

[statedef 3715]
type 		= A
ctrl 		= 0
movetype 	= I
anim 		= 3715
sprpriority = 2

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

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

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = 3715+random%2

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 2.5
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = 1.5

[State 時間経過サイズX]
type = VarAdd
trigger1 = time > 1
fvar(1) = 0.1
[State 時間経過サイズY]
type = VarAdd
trigger1 = Anim = 3715
trigger1 = time > 1
fvar(2) = -0.2
[State 時間経過サイズY]
type = VarAdd
trigger1 = Anim = 3716
trigger1 = time > 2
fvar(2) = -0.2

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

;ポス
[State ポスY]
type = VarSet
trigger1 = time = 0
var(5) = 1+random%80
[State ポス]
type = PosSet
trigger1 = time= 0
x = root,Pos X -150*root,facing
y = root,Pos Y -var(5)

;角度
[State 角度]
type = null;VarSet
triggerall = time = 0
trigger1 = var(5) < 20
trigger1 = var(2) := 1+random%70
trigger2 = var(5) >= 20
trigger2 = var(5) < 40
trigger2 = var(2) := 1+random%60
trigger3 = var(5) >= 40
trigger3 = var(5) < 60
trigger3 = var(2) := 1+random%40
trigger4 = var(5) >= 60
trigger4 = var(5) < 80
trigger4 = var(2) := 1+random%30

[State 角度]
type = AngleSet
trigger1 = time = 0
value = var(2)

;XY方向
[State X];※θ*pi/180でdeg→radへ変換
type = VarSet
trigger1 = time = 0
fvar(5) = cos(var(2)*pi/180)
[State Y]
type = VarSet
trigger1 = time = 0
fvar(6) = sin(var(2)*pi/180)

;速度
[State 速度1]
type = VarSet
trigger1 = time = 0
fvar(7) = 40+random%30*0.1

[State 速度]
type = VelSet
trigger1 = time = 0
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

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

[State デス]
Type = DestroySelf
trigger1 = fvar(2) <= 0
trigger2 = FrontEdgeDist <= -160
trigger3 = Pos Y < -420


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;カスタムステート（相手地面激突）
;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 4990]
type    = L
movetype= H
physics = N

[State 5120, 3]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 0

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

[State 405]
type = EnvShake
trigger1 = time = 0
time = 8
freq = 90
ampl = -6
phase = 90

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 4992 ;HIT_LIEDOWN

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 4991

;---------------------------------------------------------------------------
;カスタムステート（相手バウンド）
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 4991]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 4992

;---------------------------------------------------------------------------
;カスタムステート（相手ダウン）
;---------------------------------------------------------------------------
[Statedef 4992]
type    = L
movetype= H
physics = N

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[State 5110, 1] ;For hit up/up-diag type (from State 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

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

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = SelfState
triggerall = alive
trigger1 = Time = 60
value = 5120

[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85
