
;---------------------------------------------------------------------------
;helper ガードスパーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 10050]
type = A
ctrl = 0
anim = 10520
sprpriority = 2

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

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 1.0
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = 1.0
[State 時間経過サイズX]
type = VarAdd
trigger1 = AnimElemTime(5) >= 2
fvar(1) = 0.02

[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 Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = AnimElemTime(5) >= 2
var(0) = -64
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 = Animtime = 0
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;helper ガードブレイクスパーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 10051]
type = A
ctrl = 0
anim = 10521
sprpriority = 2

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

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 1.0
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = 1.0
[State 時間経過サイズX]
type = VarAdd
trigger1 = AnimElemTime(4) >= 1
fvar(1) = 0.05
[State 時間経過サイズY]
type = VarAdd
trigger1 = AnimElemTime(4) >= 1
fvar(2) = 0.03

[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 Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = AnimElemTime(5) >= 2
var(0) = -64
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 = Animtime = 0
trigger2 = var(0) <= 0

;---------------------------------------------------------------------------
;helper 超必殺フィニッシュヘルパー
;---------------------------------------------------------------------------
;Var(9)	親の向き
;Var(10)技判別
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B

[Statedef 10800]
type = A
ctrl = 0
anim = 12000
sprpriority = -2

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

[State 影無し]
type = AssertSpecial
trigger1 = 1
flag  = noshadow
Flag2 = NoMusic

;アルカナ別背景色-----------------------
[State 背景初期値]
type = null
trigger1 = time = 0
trigger1 = var(51) := -256
trigger1 = var(52) := -256
trigger1 = var(53) := -256
IgnoreHitPause = 1

[State 背景フェードインR]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [20,51]
var(51) = 8
[State 背景フェードインG]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [20,51]
var(52) = 8
[State 背景フェードインB]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = time = [20,51]
var(53) = 8


[State 背景フェードインR];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [20,51]
var(51) = floor((256+helper(40410),var(51))/32)
[State 背景フェードインG];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [20,51]
var(52) = floor((256+helper(40410),var(52))/32)
[State 背景フェードインB];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = time = [20,51]
var(53) = floor((256+helper(40410),var(53))/32)

[State 背景]
type = BGPalFX
trigger1 = 1;time < 52
time = 1
add = var(51),var(52),var(53)
;アルカナ別背景色-----------------------


[State 技判別]
type = VarSet
trigger1 = time = 0
trigger1 = root,stateno = 3101;ホロビ
var(10) = 1

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = Facing != Root,Facing

[State 親の向き]
type = VarSet
trigger1 = time = 0
var(9) = root,facing

[State ポス]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+ifelse(var(9) = 1,0,320)
y = (Pos y - ScreenPos y)+240

[State seどーんキラキラ]
type = PlaySnd
trigger1 = time = 0
value = s4,10
channel = 3

;[State ポーズ]
;type = Pause
;trigger1 = time <= 20
;trigger1 = time%2 = 0
;time = 1
;movetime = 1

;[State スパーポーズ]
;type = SuperPause
;trigger1 = time <= 20
;trigger1 = time%2 = 0
;time = 1
;movetime = 1
;anim = -1
;P2DefMul = 1
;darken = 0

[State 玉1]
type = Explod
Trigger1 = var(10) = 0 && time = 0
Trigger2 = var(10) = 1 && time = 1
Anim 			= 10800+random%4
PosType 		= P1
Pos 			= 0,(Random%120-30)
Random 			= 320,0
Vel 			= (Random%5+2),(-Random%5-2)
SprPriority 	= 5
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 玉2]
type = Explod
Trigger1 = var(10) = 0 && time = 0
Trigger2 = var(10) = 1 && time = 1
Anim 			= 10800+random%4
PosType 		= P1
Pos 			= 0,(Random%120-30)
Random 			= 320,0
Vel 			= (Random%5+2),(-Random%5-2)
SprPriority 	= 5
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 玉3]
type = Explod
Trigger1 = var(10) = 0 && time = 0
Trigger2 = var(10) = 1 && time = 1
Anim 			= 10800+random%4
PosType 		= P1
Pos 			= 0,(Random%120-30)
Random 			= 320,0
Vel 			= (Random%5+2),(-Random%5-2)
SprPriority 	= 5
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 玉4]
type = Explod
Trigger1 = var(10) = 0 && time = 0
Trigger2 = var(10) = 1 && time = 1
Anim 			= 10800+random%4
PosType 		= P1
Pos 			= 0,(Random%120-30)
Random 			= 320,0
Vel 			= (Random%5+2),(-Random%5-2)
SprPriority 	= 5
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 玉5]
type = Explod
Trigger1 = var(10) = 0 && time = 0
Trigger2 = var(10) = 1 && time = 1
Anim 			= 10800+random%4
PosType 		= P1
Pos 			= 0,(Random%120-30)
Random 			= 320,0
Vel 			= (Random%5+2),(-Random%5-2)
SprPriority 	= 5
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 玉6]
type = Explod
Trigger1 = var(10) = 0 && time = 0
Trigger2 = var(10) = 1 && time = 1
Anim 			= 10800+random%4
PosType 		= P1
Pos 			= 0,(Random%120-30)
Random 			= 320,0
Vel 			= (Random%5+2),(-Random%5-2)
SprPriority 	= 5
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State デス]
type = DestroySelf
trigger1 = RoundState = 4

;---------------------------------------------------------------------------
;helper シマツリ・ブレイズフィニッシュヘルパーセット
;---------------------------------------------------------------------------
;var(0)	イクスプロッドトランス用
;var(1)	イクスプロッドトランス用
;var(2)	イクスプロッドトランス用
;var(3)	イクスプロッドトランス用
;var(4)	イクスプロッドトランス用
;var(5)	イクスプロッドトランス用
;var(6)	イクスプロッドトランス用
;fvar(11)イクスプロッドサイズ用
;fvar(12)イクスプロッドサイズ用
;fvar(13)イクスプロッドサイズ用
;fvar(15)イクスプロッドサイズ用
;fvar(16)イクスプロッドサイズ用

[Statedef 10810]
type = A
ctrl = 0
anim = 12000
sprpriority = -5

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

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

[State ポス]
type = PosSet
trigger1 = 1
x = ceil(Pos X-ScreenPos X)+160
y = ceil(Pos y-ScreenPos Y)+120

[State 背景]
type = BGPalFX
trigger1 = NumHelper(40410)
time 	= 1
add 	= helper(40410),var(51),helper(40410),var(52),helper(40410),var(53)

[State seキュイーン]
type = PlaySnd
trigger1 = time = 0
value = s4,11
channel = 3

[State seどーん]
type = PlaySnd
trigger1 = time = 120
value = s4,12
channel = 3

[State スパーポーズ]
type = SuperPause
trigger1 = time = 0
time 		= 154
MoveTime 	= 154
;time 		= 130
;MoveTime 	= 130
anim = -1
P2DefMul = 1
darken = 0

;
;[State ポーズ]
;type = Pause
;trigger1 = time = 0
;time = 154
;MoveTime = 154
;
;イクスプロッド-------------------------
;SprPriority
;-9 黒バック
;-8 バック
;-7 サブ　回り後ろ
;-6 中心
;-6 丸
;-5 サブ　回り前
;-5 リング

;=========================黒バック
[State 黒バック]
type = Explod
Trigger1 = time = 0
Anim 			= 12001
PosType 		= P1
Scale 			= 50,50
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -9
SuperMoveTime 	= 9999999
Persistent = 0
ID = 10810

[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 150;165
var(1) = 64

[State 黒バック]
type = ModifyExplod
trigger1 = NumExplod(10810)
ID = 10810
Trans 			= addalpha
alpha 			= 256,var(1)
[State 消去　黒バック]
type = RemoveExplod
trigger1 = var(1) >= 256
ID = 10810
;=========================黒バック

;=========================中心
[State 中心]
type = Explod
Trigger1 = time = 0
Anim 			= 10811
PosType 		= P1
BindTime 		= -1
;RemoveTime 		= 115
SprPriority 	= -6
SuperMoveTime 	= 9999999
Persistent = 0
ID = 10811

[State 初期サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 10
[State 時間経過サイズ]
type = VarAdd
trigger1 = NumExplod(10811)
trigger1 = fvar(11) > 1
trigger1 = time < 112
fvar(11) = -0.375;-9/24

[State サイズ]
type = VarSet
trigger1 = time = 112
fvar(11) = 1.5
[State サイズ]
type = VarAdd
trigger1 = NumExplod(10811)
trigger1 = time >= 113
fvar(11) = -0.15

[State フェードイン]
type = VarAdd
trigger1 = NumExplod(10811)
trigger1 = var(0) < 256
trigger1 = time = [0,3]
var(0) = 64

[State 中心]
type = ModifyExplod
trigger1 = NumExplod(10811)
ID = 10811
Scale 			= fvar(11),fvar(11)
Trans 			= addalpha
;alpha 			= var(0),256-floor(var(0)*0.9)
alpha 			= var(0),256-floor(var(0)*0.8)

[State 消去　中心]
type = RemoveExplod
trigger1 = time >= 118
ID = 10811
;=========================中心

;=========================回り1
[State 回り1　後]
type = Explod
Trigger1 = time = 0;24
Anim 			= 10812
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -7
SuperMoveTime 	= 9999999
Persistent = 0
ID = 10812
[State 回り1　前]
type = Explod
Trigger1 = time = 0;24
Anim 			= 10813
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -5
SuperMoveTime 	= 9999999
Persistent = 0
ID = 10812

[State 初期サイズ]
type = VarSet
trigger1 = time = 0
fvar(12) = 10
[State 時間経過サイズ]
type = VarAdd
trigger1 = NumExplod(10812)
trigger1 = fvar(12) > 1
trigger1 = time > 24
trigger1 = time < 112
fvar(12) = -0.5625;-9/16

[State サイズ]
type = VarSet
trigger1 = time = 112
fvar(12) = 1.5
[State サイズ]
type = VarAdd
trigger1 = NumExplod(10812)
trigger1 = time >= 113
fvar(12) = -0.15

[State フェードイン]
type = VarAdd
trigger1 = NumExplod(10812)
trigger1 = var(2) < 256
trigger1 = time = [24,27]
var(2) = 64

[State 回り1]
type = ModifyExplod
trigger1 = NumExplod(10812)
ID = 10812
Scale 			= fvar(12),fvar(12)
Trans 			= addalpha
alpha 			= var(2),256

[State 消去　回り1]
type = RemoveExplod
trigger1 = time >= 118
ID = 10812
;=========================回り1

;=========================回り2
[State 回り1　後]
type = Explod
Trigger1 = time = 0;32
Anim 			= 10814
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -7
SuperMoveTime 	= 9999999
Persistent = 0
ID = 10814
[State 回り1　前]
type = Explod
Trigger1 = time = 0;32
Anim 			= 10815
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -5
SuperMoveTime 	= 9999999
Persistent = 0
ID = 10814

[State 初期サイズ]
type = VarSet
trigger1 = time = 0
fvar(13) = 10
[State 時間経過サイズ]
type = VarAdd
trigger1 = NumExplod(10814)
trigger1 = fvar(13) > 1
trigger1 = time > 32
trigger1 = time < 112
fvar(13) = -0.5625;-9/16

[State サイズ]
type = VarSet
trigger1 = time = 112
fvar(13) = 1.5
[State サイズ]
type = VarAdd
trigger1 = NumExplod(10814)
trigger1 = time >= 113
fvar(13) = -0.15

[State フェードイン]
type = VarAdd
trigger1 = NumExplod(10814)
trigger1 = var(3) < 256
trigger1 = time = [32,35]
var(3) = 64

[State 回り2]
type = ModifyExplod
trigger1 = NumExplod(10814)
ID = 10814
Scale 			= fvar(13),fvar(13)
Trans 			= addalpha
alpha 			= var(3),256

[State 消去　回り2]
type = RemoveExplod
trigger1 = time >= 118
ID = 10814
;=========================回り2

;=========================バック
[State 親向き]
type = VarSet
trigger1 = time = 0
var(9) = root,facing

[State バック]
type = Explod
Trigger1 = time = 112
Anim 			= 10816
PosType 		= P1
Pos 			= 160*var(9),120
Scale 			= 2.0,2.0
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -8
SuperMoveTime 	= 9999999
Persistent = 0
ID = 10816

[State フェードイン]
type = VarAdd
trigger1 = NumExplod(10816)
trigger1 = var(4) < 256
trigger1 = time = [112,128]
var(4) = 16
[State フェードアウト]
type = VarAdd
trigger1 = NumExplod(10816)
trigger1 = var(4) > 0
trigger1 = time >= 150;165
var(4) = -32

[State バック]
type = ModifyExplod
trigger1 = NumExplod(10816)
ID = 10816
Trans 			= addalpha
alpha 			= var(4),256
[State 消去　バック]
type = RemoveExplod
trigger1 = time > 112
trigger1 = var(4) <=0
ID = 10816

;=========================バック

;=========================リング
[State リング]
type = Explod
Trigger1 = time = 118
Anim 			= 10817
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -5
SuperMoveTime 	= 9999999
Persistent = 0
ID = 10817

[State 初期サイズ]
type = VarSet
trigger1 = time = 0
fvar(15) = 0.25
[State 時間経過サイズ]
type = VarAdd
trigger1 = NumExplod(10817)
fvar(15) = 0.05

[State Sトランス]
type = VarSet
trigger1 = time = 0
var(5) = 256
[State フェードアウト]
type = VarAdd
trigger1 = NumExplod(10817)
trigger1 = var(5) > 0
trigger1 = time >= 150;165
var(5) = -32

[State リング]
type = ModifyExplod
trigger1 = NumExplod(10817)
ID = 10817
Scale 			= fvar(15),fvar(15)
Trans 			= addalpha
alpha 			= var(5),256
[State 消去　リング]
type = RemoveExplod
trigger1 = time > 112
trigger1 = var(5) <=0
ID = 10817
;=========================リング

;=========================丸
[State 丸]
type = Explod
Trigger1 = time = 118
Anim 			= 10818
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -6
SuperMoveTime 	= 9999999
Persistent = 0
ID = 10818

[State 初期サイズ]
type = VarSet
trigger1 = time = 0
fvar(16) = 0.125
[State 時間経過サイズ]
type = VarAdd
trigger1 = NumExplod(10818)
fvar(16) = 0.03

[State 丸]
type = ModifyExplod
trigger1 = NumExplod(10818)
ID = 10818
Scale 			= fvar(16),fvar(16)
Trans 			= addalpha
alpha 			= var(5),256
[State 消去　丸]
type = RemoveExplod
trigger1 = time > 112
trigger1 = var(5) <=0
ID = 10818

;=========================丸

;イクスプロッド-------------------------

[State デス]
type = DestroySelf
Trigger1 = RoundState = 4
trigger1 = NumExplod(10810) = 0
trigger1 = NumExplod(10811) = 0
trigger1 = NumExplod(10812) = 0
trigger1 = NumExplod(10814) = 0
trigger1 = NumExplod(10816) = 0
trigger1 = NumExplod(10817) = 0
trigger1 = NumExplod(10818) = 0

;---------------------------------------------------------------------------
;helper KOボイス用
;---------------------------------------------------------------------------
[Statedef 10900]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
anim 		= 12000

[State 無敵]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State ポス]
type = BindToRoot
trigger1 = 1
pos = 0, 0

[State KO判別]
type = ParentVarSet
trigger1 = time = 0
var(50) = 1
IgnoreHitPause = 1
Persistent = 0

[State voice迂闊/不甲斐なや]
type = PlaySnd
trigger1 = time >= 10;matchover=1は10f経過後ぐらいに立つ
trigger1 = MatchOver = 0
value = s111,ifelse((100*enemyNear,life/enemyNear,LifeMax) < 30,10,11)
;value = s111,11
channel = 5
IgnoreHitPause = 1
Persistent = 0
[State voiceうわーん]
type = PlaySnd
triggerall = time >= 10;matchover=1は10f経過後ぐらいに立つ
trigger1 = !win
trigger1 = MatchOver = 1
;trigger2 = TeamMode = turns
value = s11,0
channel = 5
IgnoreHitPause = 1
Persistent = 0

[State デス]
type = DestroySelf
trigger1 = roundState = 4
trigger2 = time > 300

;---------------------------------------------------------------------------
;helper アルカナセレクト（イントロ）;statedef 190より
;---------------------------------------------------------------------------
;Var(0)	トランス用S
;Var(1)	トランス用D
;Var(4)	セレクト終了フラグ　消滅フラグ
;Var(35)タイム代用
;Var(58)アルカナ選択用

[Statedef 11000]
type = A
ctrl = 0
anim = 12000
SprPriority = -2

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

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

[State ポス　1P]
type = PosSet
trigger1 = teamside = 1
trigger1 = time = 0
x = -130
y = -175
;Persistent = 1
[State ポス　2P]
type = PosSet
trigger1 = teamside = 2
trigger1 = time = 0
x = 130
y = -175
;Persistent = 1

[State 初期アルカナ]
type = VarSet
trigger1 = time = 0
trigger1 = var(4) = 0
trigger1 = root,var(58) = 0
var(58) = 3;時
Persistent = 0
[State 初期アルカナ];アケモード各試合前とか、1ラウンド目中F4押した時とか。
type = VarSet
trigger1 = time = 0
trigger1 = root,var(58) >= 1
var(58) = root,var(58)
Persistent = 0

[State アニメ　愛]
type = ChangeAnim
trigger1 = anim != 10401
trigger1 = var(58) = 1
value = 10401
[State アニメ　雷]
type = ChangeAnim
trigger1 = anim != 10402
trigger1 = var(58) = 2
value = 10402
[State アニメ　時]
type = ChangeAnim
trigger1 = anim != 10403
trigger1 = var(58) = 3
value = 10403
[State アニメ　樹]
type = ChangeAnim
trigger1 = anim != 10404
trigger1 = var(58) = 4
value = 10404
[State アニメ　風]
type = ChangeAnim
trigger1 = anim != 10406
trigger1 = var(58) = 6
value = 10406

[State タイム代用]
type = VarAdd
trigger1 = var(35) < 120	;30以上でてきとうに制限、あんまり意味ない
var(35) = 1

[State seポヨン]
type = PlaySnd
triggerall = var(4) = 0
triggerall = var(35) >= 5
trigger1 = Root,command = "F"
trigger2 = Root,command = "B"
value = s9,1

[State 右入力]
type = null
triggerall = var(4) = 0
triggerall = var(35) >= 5
triggerall = teamside = 1 && Root,command = "F" || teamside = 2 && Root,command = "B"
trigger1 = var(58) = 1
trigger1 = var(58) := 2
trigger2 = var(58) = 2
trigger2 = var(58) := 3
trigger3 = var(58) = 3
trigger3 = var(58) := 4
trigger4 = var(58) = 4
trigger4 = var(58) := 6
trigger5 = var(58) = 6
trigger5 = var(58) := 1

[State 左入力]
type = null
triggerall = var(4) = 0
triggerall = var(35) >= 5
triggerall = teamside = 1 && Root,command = "B" || teamside = 2 && Root,command = "F"
trigger1 = var(58) = 1
trigger1 = var(58) := 6
trigger2 = var(58) = 2
trigger2 = var(58) := 1
trigger3 = var(58) = 3
trigger3 = var(58) := 2
trigger4 = var(58) = 4
trigger4 = var(58) := 3
trigger5 = var(58) = 6
trigger5 = var(58) := 4

[State アルカナ　本体変数決定]
type = ParentVarSet
trigger1 = 1
var(58) = var(58)
;[State 本体モード決定];変更できません。諸事情あってこの変数を消すわけにはいかないのでこれで固定。
;type = ParentVarSet
;trigger1 = time = 0
;var(59) = 1
;Persistent = 0

[State セレクト終了フラグ　on]
type = VarSet
trigger1 = var(35) >= 5
trigger1 = Root,command = "start"
trigger2 = RoundState = 2
var(4) = 1
Persistent = 0

[State seデデーン]
type = PlaySnd
trigger1 = var(4) = 1
trigger1 = var(35) = 2
value = s9,0
Persistent = 0

[State 自身光る]
type = PalFX
trigger1 = var(4) = 1
trigger1 = var(35) = 2
time = 30
add = 200,200,200
sinadd = -200,-200,-200,120

[State タイム代用　左右入力時リセット]
type = VarSet
triggerall = var(4) = 0
triggerall = var(35) >= 5
trigger1 = Root,command = "F"
trigger2 = Root,command = "B"
var(35) = 0
[State タイム代用　決定時リセット]
type = VarSet
triggerall = var(35) >= 5
trigger1 = var(4) = 1
trigger2 = RoundState = 2
var(35) = 0
Persistent = 0

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Dトランス]
type = VarSet
trigger1 = time = 0
var(1) = 0
[State Sフェードアウト]
type = VarAdd
trigger1 = var(35) >= 30
trigger1 = var(4)
var(0) = -26
[State Dフェードアウト]
type = VarAdd
trigger1 = var(35) >= 30
trigger1 = var(4)
var(1) = 26

[State トランス]
type = Trans
trigger1 = var(35) >= 30
trigger1 = var(4)
trans = addalpha
alpha = var(0),var(1)

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

;===========================================================================
;---------------------------------------------------------------------------
;helper打撃スパークセット
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(10)弱中強　判別
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 20100]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(703)	;N投げ1hit目
var(10) = 0
[State 中]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(291)	;5E　溜めなし
trigger2 = IsHelper(301)	;2E　溜めなし
trigger3 = IsHelper(460)	;1E
trigger4 = IsHelper(660)	;j_E　本当は斬スパークなんだけど
trigger5 = IsHelper(704)	;N投げ2hit目
trigger6 = IsHelper(43031)	;因果の意(吹き飛ばし)
trigger7 = IsHelper(43032)	;因果の意(打ち上げ)
var(10) = 1
[State 強]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(292)	;5E　最大ため
trigger2 = IsHelper(302)	;2E　最大ため
trigger3 = IsHelper(705)	;地上N投げ3hit目
trigger4 = IsHelper(40100)	;バースト
var(10) = 2

;アニメ
[State アニメ小]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 0
value = 20100
[State アニメ中・空Ｅ]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 1
value = ifelse(IsHelper(660),20103,20101)
[State アニメ大]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 2
value = 20102

;サイズ
[State サイズ]
type = null
triggerall = time = 0
trigger1 = !IsHelper(660)
trigger1 = fvar(1) := 1.5
trigger1 = fvar(2) := 1.5
trigger2 = IsHelper(660)
trigger2 = fvar(1) := 1.0
trigger2 = fvar(2) := 1.0

[State 空Ｅ　時間経過サイズX]
type = VarAdd
trigger1 = time >= 9
fvar(1) = ifelse(IsHelper(660),0.01,0.02)
[State 空Ｅ　時間経過サイズY]
type = VarAdd
trigger1 = time > 9
fvar(2) = ifelse(IsHelper(660),0.02,0.02)

[State 空Ｅ　サイズ]
Type = AngleDraw
trigger1 = 1
Scale = fvar(1),fvar(2)

;角度
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = !IsHelper(660);j_E以外
var(2) = random%4*90
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(660);j_E
var(2) = 0

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

;ヘルパー------------------------

[State 打撃拡散1]
Type = Helper
triggerall = time = 0
trigger1 = !IsHelper(660);j_E以外
StateNo 		= 20110
ID 				= 20111
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 打撃拡散2]
Type = Helper
triggerall = time = 0
trigger1 = !IsHelper(660);j_E以外
StateNo 		= 20110
ID 				= 20112
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 打撃拡散3]
Type = Helper
triggerall = time = 0
trigger1 = !IsHelper(660);j_E以外
StateNo 		= 20110
ID 				= 20113
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 打撃拡散4]
Type = Helper
triggerall = time = 0
trigger1 = !IsHelper(660);j_E以外
StateNo 		= 20110
ID 				= 20114
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 打撃拡散ランダム]
Type = Helper
triggerall = time = 0
trigger1 = !IsHelper(660);j_E以外
StateNo 		= 20110
ID 				= 20115
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散　○1]
Type = Helper
trigger1 = time = 0
StateNo 		= 20120
ID 				= 20120
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散　○2]
Type = Helper
trigger1 = time = 0
StateNo 		= 20120
ID 				= 20121
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散　○3]
Type = Helper
trigger1 = time = 0
StateNo 		= 20120
ID 				= 20122
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散　○4]
Type = Helper
trigger1 = time = 0
StateNo 		= 20120
ID 				= 20123
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散　○ランダム]
Type = Helper
trigger1 = time = 0
StateNo 		= 20120
ID 				= 20124
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヘルパー------------------------

;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 >= 9
var(0) = -32

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

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

;---------------------------------------------------------------------------
;helper打撃拡散ヒットスパーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(10)弱中強判別
;fvar(0)サイズXY
;fvar(5)X速度（方向決定）
;fvar(6)Y速度（方向決定）
;fvar(7)速度

[Statedef 20110]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 0
var(10) = 0
[State 中]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 1
var(10) = 1
[State 強]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 2
var(10) = 2

;アニメ
[State アニメ弱]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 0
value = 20111+random%2
[State アニメ中]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 1
value = 20111+random%3
[State アニメ強]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 2
value = 20113

;サイズ
[State サイズXY]
type = null;VarSet
triggerall = time = 0
trigger1 = var(10) = 0
trigger1 = fvar(0) :=1.4
trigger2 = var(10) = 1
trigger2 = fvar(0) :=1.5
trigger3 = var(10) = 2
trigger3 = fvar(0) :=1.7
[State サイズ]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(0),fvar(0)

;角度
[State 打撃拡散1]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20111);1
var(2) = random%90
[State 打撃拡散2]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20112);2
var(2) = 90+random%90
[State 打撃拡散3]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20113);3
var(2) = 180+random%90
[State 打撃拡散4]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20114);4
var(2) = 270+random%90
[State 打撃拡散ランダム]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20115);random
var(2) = random%360

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

;XY進行方向
[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 速度アニメ小]
type = VarSet
triggerall = time = 0
trigger1 = anim = 20111
fvar(7) = 1+Random%20*0.1
[State 速度アニメ中]
type = VarSet
triggerall = time = 0
trigger1 = anim = 20112
fvar(7) = 2+Random%20*0.1
[State 速度アニメ大]
type = VarSet
triggerall = time = 0
trigger1 = anim = 20113
fvar(7) = 3+Random%20*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 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 >= 9
var(0) = -32

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

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

;---------------------------------------------------------------------------
;helper打撃飛散 ○
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(10)弱中強判別
;fvar(0)サイズXY
;fvar(5)X速度（方向決定）
;fvar(6)Y速度（方向決定）
;fvar(7)速度

[Statedef 20120]
type = A
ctrl = 0
movetype = I
anim = 20120+random%2
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 0
var(10) = 0
[State 中]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 1
var(10) = 1
[State 強]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 2
var(10) = 2

;サイズ
[State サイズ弱]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 0
fvar(0) = 0.6+(random%3)*0.1
[State サイズ中]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 1
fvar(0) = 0.8+(random%3)*0.1
[State サイズ強]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 2
fvar(0) = 1.0+(random%3)*0.1

[State サイズ]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(0),fvar(0)

;角度
[State 飛散　○1]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20120);○1
var(2) = random%90
[State 飛散　○2]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20121);○2
var(2) = 90+random%90
[State 飛散　○3]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20122);○3
var(2) = 180+random%90
[State 飛散　○4]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20123);○4
var(2) = 270+random%90
[State 飛散　○ランダム]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20124);○random
var(2) = random%360

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

;XY進行方向
[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 速度弱]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 0
fvar(7) = 1+Random%40*0.1
[State 速度中]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 1
fvar(7) = 2+Random%50*0.1
[State 速度強]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 2
fvar(7) = 3+Random%60*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 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 >= 10
var(0) = -32

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

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

;---------------------------------------------------------------------------
;helper通常斬撃スパークセット
;---------------------------------------------------------------------------
;var(0)	トランス用
;var(2)	角度
;var(10)弱中強　判別
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 20200]
type = A
ctrl = 0
movetype = I
anim = 20200
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(200)	;5A
trigger2 = IsHelper(210)	;6A
trigger3 = IsHelper(400)	;2A
trigger4 = IsHelper(410)	;3A
trigger5 = IsHelper(600)	;j_5A
trigger6 = IsHelper(610)	;j_6A
trigger7 = IsHelper(753)	;j_投げ1hit
var(10) = 0
[State 中]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(220)	;5B
trigger2 = IsHelper(230)	;3B
trigger3 = IsHelper(420)	;2B
trigger4 = IsHelper(620)	;j_B
trigger5 = IsHelper(754)	;j_投げ2hit
trigger6 = IsHelper(1441)	;Aハバキ（飛び道具）1
trigger7 = IsHelper(1443)	;Bハバキ（飛び道具）1
trigger8 = IsHelper(1449)	;対飛び道具用C斯封
var(10) = 1
[State 強]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(240)	;5C
trigger2 = IsHelper(440)	;2C
trigger3 = IsHelper(640)	;j_5C
trigger4 = IsHelper(650)	;j_6C
trigger5 = IsHelper(723)	;レバー投げ
trigger6 = IsHelper(755)	;j_投げ3hit
trigger7 = IsHelper(1431)	;Cハバキ（飛び道具）1
trigger8 = IsHelper(1432)	;Cハバキ（飛び道具）2
trigger9 = IsHelper(1442)	;Aハバキ（飛び道具）2
trigger10= IsHelper(1444)	;Bハバキ（飛び道具）2
trigger11= IsHelper(1448)	;対飛び道具用AB斯封
trigger12= IsHelper(2211)	;コダマ（飛び道具）
var(10) = 2

;サイズ
[State サイズX]
type = null;VarSet
triggerall = time = 0
trigger1 = var(10) = 0
trigger1 = fvar(1) :=0.8
trigger2 = var(10) = 1
trigger2 = fvar(1) :=1.0
trigger3 = var(10) = 2
trigger3 = fvar(1) :=1.2
[State サイズY]
type = null;VarSet
triggerall = time = 0
trigger1 = var(10) = 0
trigger1 = fvar(2) :=1.2
trigger2 = var(10) = 1
trigger2 = fvar(2) :=1.4
trigger3 = var(10) = 2
trigger3 = fvar(2) :=1.6

[State 時間経過サイズY1]
type = VarAdd
trigger1 = time <= 9
fvar(1) = ifelse(var(10)=0,0.01,ifelse(var(10)=1,0.03,0.05))
[State 時間経過サイズY2]
type = VarAdd
trigger1 = time > 9
fvar(1) = ifelse(var(10)=0,0.00,ifelse(var(10)=1,0.01,0.02))

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

;角度
[State 角度1]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 0
trigger2 = IsHelper(1431)	;Cハバキ（飛び道具）1
trigger3 = IsHelper(1432)	;Cハバキ（飛び道具）2
trigger4 = IsHelper(2206)	;コダマ（飛び道具）
var(2) = random%360
[State 角度2]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(220)	;5B
trigger2 = IsHelper(440)	;2C
var(2) = -45+random%30
[State 角度3]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(240);C
var(2) = 35+random%10
[State 角度4]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(620)	;j_5B
trigger2 = IsHelper(723)	;レバー投げ
trigger3 = IsHelper(1441)	;Aハバキ（飛び道具）1
trigger4 = IsHelper(1443)	;Bハバキ（飛び道具）1
trigger5 = IsHelper(1449)	;;対飛び道具用C斯封
var(2) = 40+random%30
[State 角度5]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(230)	;3B
trigger2 = IsHelper(755)	;空投げ3hit
var(2) = 90
[State 角度6]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(420)	;2B
trigger2 = IsHelper(640)	;j_5C
trigger3 = IsHelper(650)	;j_6C
trigger4 = IsHelper(1442)	;Aハバキ（飛び道具）2
trigger5 = IsHelper(1444)	;Bハバキ（飛び道具）2
trigger6 = IsHelper(1448)	;;対飛び道具用AB斯封
var(2) = (-20)-random%30

[State 角度]
Type = AngleSet
trigger1 = time = 0
value = var(2)
;ヘルパー------------------------
[State 斬撃拡散スパーク1]
Type = Helper
trigger1 = time = 0
StateNo 		= 20210
ID 				= 20211
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 斬撃拡散スパーク2]
Type = Helper
trigger1 = time = 0
StateNo 		= 20210
ID 				= 20212
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 斬撃拡散スパーク3]
Type = Helper
trigger1 = time = 0
StateNo 		= 20210
ID 				= 20213
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 斬撃拡散スパーク4]
Type = Helper
trigger1 = time = 0
StateNo 		= 20210
ID 				= 20214
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 斬撃拡散スパークランダム]
Type = Helper
trigger1 = time = 0
StateNo 		= 20210
ID 				= 20215
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 直交　角度位置固定エフェクト]
Type = Helper
trigger1 = time = 0
StateNo 		= 20220
ID 				= 20220
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 斬飛散1]
Type = Helper
trigger1 = time = 0
StateNo 		= 20220
ID 				= 20221
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 斬飛散2]
Type = Helper
trigger1 = time = 0
StateNo 		= 20220
ID 				= 20222
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 斬飛散3]
Type = Helper
trigger1 = time = 0
StateNo 		= 20220
ID 				= 20223
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 斬飛散4]
Type = Helper
trigger1 = time = 0
StateNo 		= 20220
ID 				= 20224
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 斬飛散ランダム]
Type = Helper
trigger1 = time = 0
StateNo 		= 20220
ID 				= 20225
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヘルパー------------------------

;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 >= 10
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斬撃拡散スパーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(10)弱中強判別
;fvar(0)サイズXY
;fvar(5)X速度（方向決定）
;fvar(6)Y速度（方向決定）
;fvar(7)速度

[Statedef 20210]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 0
var(10) = 0
[State 中]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 1
var(10) = 1
[State 強]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 2
var(10) = 2

;アニメ
[State アニメ弱]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 0
value = 20211
[State アニメ中]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 1
value = 20211+random%2
[State アニメ強]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 2
value = 20212

;サイズ
[State サイズXY]
type = null;VarSet
trigger1 = time = 0
trigger1 = var(10) = 0
trigger1 = fvar(0) :=1.5
trigger2 = var(10) = 1
trigger2 = fvar(0) :=1.5
trigger3 = var(10) = 2
trigger3 = fvar(0) :=1.7

[State サイズ]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(0),fvar(0)

;角度
[State 斬撃拡散スパーク1]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20211);1
var(2) = random%90
[State 斬撃拡散スパーク2]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20212);2
var(2) = 90+random%90
[State 斬撃拡散スパーク3]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20213);3
var(2) = 180+random%90
[State 斬撃拡散スパーク4]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20214);4
var(2) = 270+random%90
[State 斬撃拡散スパークランダム]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20215);random
var(2) = random%360

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

;XY進行方向
[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 速度アニメ小]
type = VarSet
triggerall = time = 0
trigger1 = anim = 20211
fvar(7) = 1+Random%20*0.1
[State 速度アニメ大]
type = VarSet
triggerall = time = 0
trigger1 = anim = 20212
fvar(7) = 3+Random%20*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 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 >= 8
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斬撃飛散 エフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用
;var(2)	角度
;var(10)弱中強　判別
;fvar(0)サイズXY
;fvar(5)X進行方向
;fvar(6)Y進行方向
;fvar(7)速度

[Statedef 20220]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 0
var(10) = 0
[State 中]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 1
var(10) = 1
[State 強]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10) = 2
var(10) = 2

;アニメ
[State アニメ弱]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 0
value = 20220
[State アニメ中]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 1
value = 20220+random%2
[State アニメ強]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(10) = 2
value = 20220+random%3

;サイズXY
[State サイズXY]
type = null;VarSet
triggerall = time = 0
trigger1 = var(10) = 0
trigger1 = fvar(0) :=1.0
trigger2 = var(10) = 1
trigger2 = fvar(0) :=1.1
trigger3 = var(10) = 2
trigger3 = fvar(0) :=1.2

[State サイズ1]
Type = AngleDraw
trigger1 = !IsHelper(20220);直交　エフェクト以外
Scale = fvar(0),fvar(0)
[State サイズ2]
Type = AngleDraw
trigger1 = IsHelper(20220);直交　エフェクト
Scale = 0.2+fvar(0),0.1+fvar(0)

;角度
[State 直交エフェクト]
Type = VarSet
Triggerall = time = 0
trigger1 = IsHelper(20220);直交エフェクト
var(2) = (Parent,var(2))+ifelse(random%2=0,90,180)
[State 斬飛散1]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20221);1
var(2) = random%90
[State 斬飛散2]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20222);2
var(2) = 90+random%90
[State 斬飛散3]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20223);3
var(2) = 180+random%90
[State 斬飛散4]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20224);4
var(2) = 270+random%90
[State 斬飛散ランダム]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20225);random
var(2) = random%360

[State 角度]
Type = AngleSet
Trigger1 = time = 0
value = var(2)

;XY進行方向
[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 速度アニメ小]
type = VarSet
triggerall = time = 0
trigger1 = anim = 20220
fvar(7) = 1+Random%40*0.1
[State 速度アニメ中]
type = VarSet
triggerall = time = 0
trigger1 = anim = 20221
fvar(7) = 4+Random%40*0.1
[State 速度アニメ大]
type = VarSet
triggerall = time = 0
trigger1 = anim = 20222
fvar(7) = 8+Random%50*0.1

[State 速度]
type = VelSet
triggerall = time = 0
trigger1 = !IsHelper(20220);直交エフェクト以外
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time>=8
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必殺技ヒットスパークセット
;---------------------------------------------------------------------------
;var(0)	トランス用
;var(2)	角度
;var(20)角度緑エフェクト3
;var(10)弱中強判別
;var(11)アニメ判別
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 20300]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

[State 表示優先度]
type = SprPriority
trigger1 = IsHelper(44800)
value = 29

;弱中強
[State 弱]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(3503)	;シマツリ1
trigger2 = IsHelper(3506)	;シマツリ4
var(10) = 0
[State 中]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1311)	;Bテンザ 1hit
trigger2 = IsHelper(1321)	;Cテンザ 1hit
trigger3 = IsHelper(1322)	;Cテンザ 2hit
trigger4 = IsHelper(1500)	;Aワザバネ
trigger5 = IsHelper(1510)	;Bワザバネ
trigger6 = IsHelper(3504)	;シマツリ2
trigger7 = IsHelper(43100)	;時　離縛の意1
trigger8 = IsHelper(43101)	;時　離縛の意2
var(10) = 1
[State 強]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1101)	;Aウルマ
trigger2 = IsHelper(1111)	;Bウルマ
trigger3 = IsHelper(1121)	;Cウルマ
trigger4 = IsHelper(1205)	;Aコーフ打ち上げ
trigger5 = IsHelper(1215)	;Bコーフ吹き飛ばし
trigger6 = IsHelper(1225)	;Cコーフ1E
trigger7 = IsHelper(1235)	;j_コーフ(j_E)
trigger8 = IsHelper(1300)	;Aテンザ
trigger9 = IsHelper(1312)	;Bテンザ 2hit
trigger10= IsHelper(1323)	;Cテンザ 3hit
trigger11= IsHelper(1420)	;Cハバキ 1hit 道具相殺用ヘルパー消え
trigger12= IsHelper(1520)	;Cワザバネ
trigger13= IsHelper(3505)	;シマツリ3
trigger14= IsHelper(2200)	;コダマ2 1hit
trigger15= IsHelper(2201)	;コダマ2 2hit
trigger16= IsHelper(43500)	;時　無量光の意
trigger17= IsHelper(44100)	;樹　G蔦正面
trigger18= IsHelper(44101)	;樹　G蔦斜め
trigger19= IsHelper(44102)	;樹　A蔦正面
trigger20= IsHelper(44103)	;樹　A蔦斜め
trigger21= IsHelper(44200)	;樹　種蒔き
trigger22= IsHelper(44601)	;樹　花満開1
trigger23= IsHelper(44602)	;樹　花満開2
trigger24= IsHelper(44603)	;樹　花満開3
trigger25= IsHelper(44800)	;樹　禁断の実と花演出
var(10) = 2
[State 超]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(3002)	;ムオン2
trigger2 = IsHelper(3101)	;ホロビ2
trigger3 = IsHelper(3507)	;シマツリ5
trigger4 = IsHelper(2001)	;カゲシキ
trigger5 = IsHelper(2100)	;セイザン
var(10) = 3

;アニメ
[State 打]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1205)	;Aコーフ打ち上げ
trigger2 = IsHelper(1215)	;Bコーフ吹き飛ばし
trigger3 = IsHelper(1225)	;Cコーフ1E
trigger4 = IsHelper(43100)	;時　離縛の意1
trigger5 = IsHelper(43101)	;時　離縛の意2
trigger6 = IsHelper(43500)	;時　無量光の意
trigger7 = IsHelper(44100)	;樹　G蔦正面
trigger8 = IsHelper(44101)	;樹　G蔦斜め
trigger9 = IsHelper(44102)	;樹　A蔦正面
trigger10= IsHelper(44103)	;樹　A蔦斜め
trigger11= IsHelper(44800)	;樹　禁断の実と花演出
var(11) = 0
[State 空中Ｅ]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1235)	;j_コーフ(j_E)
trigger2 = IsHelper(1500)	;Aワザバネ
trigger3 = IsHelper(1510)	;Bワザバネ
trigger4 = IsHelper(1520)	;Cワザバネ
var(11) = 1
[State 斬]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1101)	;Aウルマ
trigger2 = IsHelper(1111)	;Bウルマ
trigger3 = IsHelper(1121)	;Cウルマ
trigger4 = IsHelper(1300)	;Aテンザ
trigger5 = IsHelper(1311)	;Bテンザ
trigger6 = IsHelper(1321)	;Cテンザ
trigger7 = IsHelper(1312)	;Bテンザ 2hit
trigger8 = IsHelper(1322)	;Cテンザ 2hit
trigger9 = IsHelper(1323)	;Cテンザ 3hit
trigger10= IsHelper(1420)	;Cハバキ
trigger11= IsHelper(3002)	;ムオン2
trigger12= IsHelper(3101)	;ホロビ2
trigger13= IsHelper(3503)	;シマツリ1
trigger14= IsHelper(3504)	;シマツリ2
trigger15= IsHelper(3505)	;シマツリ3
trigger16= IsHelper(3506)	;シマツリ4
trigger17= IsHelper(3507)	;シマツリ5
trigger18= IsHelper(2001)	;カゲシキ
trigger19= IsHelper(2100)	;セイザン
trigger20= IsHelper(2200)	;コダマ2 1hit
trigger21= IsHelper(2201)	;コダマ2 2hit
trigger22= IsHelper(44200)	;樹　種蒔き
trigger23= IsHelper(44601)	;樹　花満開1
trigger24= IsHelper(44602)	;樹　花満開2
trigger25= IsHelper(44603)	;樹　花満開3
var(11) = 2

[State アニメ打]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 0
value = 20102
[State アニメ空中Ｅ]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 1
value = 20103
[State アニメ斬]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 2
value = 20300

;サイズX
[State サイズX弱]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 0
fvar(1) = ifelse(var(11)=0,1.0,ifelse(var(11)=1,1.0,1.4))
[State サイズX中]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 1
fvar(1) = ifelse(var(11)=0,1.0,ifelse(var(11)=1,1.0,1.5))
[State サイズX強]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 2
fvar(1) = ifelse(var(11)=0,1.0,ifelse(var(11)=1,1.0,1.6))
[State サイズX超]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 3
fvar(1) = 1.8
;サイズY
[State サイズY弱]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 0
fvar(2) = ifelse(var(11)=0,1.0,ifelse(var(11)=1,1.1,1.0))
[State サイズY中]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 1
fvar(2) = ifelse(var(11)=0,1.0,ifelse(var(11)=1,1.1,1.1))
[State サイズY強]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 2
fvar(2) = ifelse(var(11)=0,1.0,ifelse(var(11)=1,1.1,1.2))
[State サイズY超]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 3
fvar(2) = 1.5

;時間経過サイズ
[State X　打・空Ｅ]
type = VarAdd
trigger1 = var(11) != 2
fvar(1) = ifelse(var(11)=0,0.1,0.02)
[State X　斬1]
type = VarAdd
trigger1 = var(11) = 2
trigger1 = time >= 3
trigger1 = time < 9
fvar(1) = ifelse(var(10)=0,0.05,ifelse(var(10)=1,0.06,0.08))
[State X　斬2]
type = VarAdd
trigger1 = var(11) = 2
trigger1 = time >= 9
fvar(1) = ifelse(var(10)=0,0.01,ifelse(var(10)=1,0.02,0.03))
[State Y]
type = VarAdd
trigger1 = 1
fvar(2) = ifelse(var(11)=0,0.1,0.01)

[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 = VarSet
triggerall = time = 0
trigger1 = var(11) = 1
var(2) = 0
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1101)	;Aウルマ
trigger2 = IsHelper(1111)	;Bウルマ
trigger3 = IsHelper(1121)	;Cウルマ
trigger4 = IsHelper(1420)	;Cハバキ 1hit
trigger5 = IsHelper(2001)	;カゲシキ
var(2) = 40+random%20

[State 角度]
type = VarSet
triggerall = time = 0
trigger1= IsHelper(2201)	;コダマ2 1hit
var(2) = 60

[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1300)	;Aテンザ
trigger2 = IsHelper(1311)	;Bテンザ
trigger3 = IsHelper(1321)	;Cテンザ
trigger4 = IsHelper(2100)	;セイザン
var(2) = -40-random%20

[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(2200)	;コダマ2 2hit
var(2) = -30

[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(3507)	;シマツリ5
var(2) = 0

[State 角度]
Type = AngleSet
Trigger1 = time = 0
value = var(2)

;ヘルパー------------------------
[State 統合斬スパーク（本体*2）1]
Type = Helper
trigger1 = time = 0
StateNo 		= 20310
ID 				= 20311
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 統合斬スパーク（本体*2）2]
Type = Helper
trigger1 = time = 0
StateNo 		= 20310
ID 				= 20312
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 統合斬スパーク（本体*2）3]
Type = Helper
trigger1 = time = 0
StateNo 		= 20310
ID 				= 20313
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;-----------------------------
;子ヘルパ緑スパーク用角度
[State 緑スパーク用角度1]
type = VarSet
trigger1 = time = 0
var(20) = random%360
[State 緑スパーク用角度2]
type = VarSet
trigger1 = var(11)=1;空中Ｅ系
var(20) = 90+random%35
[State 緑スパーク用角度3]
type = VarSet
trigger1 = IsHelper(1101);Aウルマ
trigger2 = IsHelper(1111);Bウルマ
trigger3 = IsHelper(1121);Cウルマ
trigger4 = IsHelper(1420);Cハバキ 1hit
trigger5 = IsHelper(2001);カゲシキ
var(20) = 50+random%20
[State 緑スパーク用角度4]
type = VarSet
trigger1 = IsHelper(1300);Aテンザ
trigger2 = IsHelper(1311);Bテンザ
trigger3 = IsHelper(1321);Cテンザ
trigger4 = IsHelper(1312);Bテンザ 2hit
trigger5 = IsHelper(1322);Cテンザ 2hit
trigger6 = IsHelper(1323);Cテンザ 3hit
trigger7 = IsHelper(2100);セイザン
var(20) = (-10)+random%20

[State 緑スパーク1　角度指定]
Type = Helper
triggerall = time = 0
trigger1 = var(10) = 0
trigger2 = var(10) = 1
trigger3 = var(10) = 2
trigger4 = var(10) = 3
StateNo 		= 20320
ID 				= 20321
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 緑スパーク2]
Type = Helper
triggerall = time = 0
trigger1 = var(10) = 0
trigger2 = var(10) = 1
trigger3 = var(10) = 2
trigger4 = var(10) = 3
StateNo 		= 20320
ID 				= 20322
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 緑スパーク3]
Type = Helper
triggerall = time = 0
trigger1 = var(10) = 1
trigger2 = var(10) = 2
trigger3 = var(10) = 3
StateNo 		= 20320
ID 				= 20323
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 緑スパーク4]
Type = Helper
triggerall = time = 0
trigger1 = var(10) = 2
trigger2 = var(10) = 3
StateNo 		= 20320
ID 				= 20324
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 緑スパーク反対向き　小エフェクト]
Type = Helper
triggerall = time = 0
triggerall = !IsHelper(3503);シマツリ1
triggerall = !IsHelper(3504);シマツリ2
triggerall = !IsHelper(3505);シマツリ3
triggerall = !IsHelper(3506);シマツリ4
triggerall = !IsHelper(3507);シマツリ5
trigger1 = var(11) = 0
trigger2 = var(11) = 2
StateNo 		= 20320
ID 				= 20325
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

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

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 10
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統合必殺技斬スパーク（本体*2）
;---------------------------------------------------------------------------
;var(0)	トランス用
;var(2) 角度
;var(10)弱中強　判別
;fvar(1)サイズX
;fvar(2)サイズY

[statedef 20310]
type = A
ctrl = 0
movetype = I
anim = 20310
sprpriority = 2

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

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

[State 表示優先度]
type = SprPriority
trigger1 = parent,IsHelper(44800)
value = 29

;弱中強
[State 弱]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10)=0
var(10) = 0
[State 中]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10)=1
var(10) = 1
[State 強]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10)=2
var(10) = 2
[State 超]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10)=3
var(10) = 3

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = ifelse(var(10)=0,0.5,ifelse(var(10)=1,0.6,ifelse(var(10)=2,0.7,0.8)))
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = ifelse(var(10)=0,0.6,ifelse(var(10)=1,0.7,ifelse(var(10)=2,0.8,0.9)))

;時間経過サイズ
[State 時間経過サイズY1]
type = VarAdd
trigger1 = time > 3
trigger1 = time < 9
fvar(1) = ifelse(var(10)=0,0.03,ifelse(var(10)=1,0.04,ifelse(var(10)=2,0.05,0.6)))
[State 時間経過サイズY2]
type = VarAdd
trigger1 = time >= 9
fvar(1) = 0.02

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

;角度
[State 統合斬スパーク1角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20311)
var(2) = Parent,var(2)+ifelse(var(11)=1,0,90)
[State 統合斬スパーク2角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20312)
var(2) = Parent,var(2)+10+random%70
[State 統合斬スパーク3角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20313)
var(2) = Parent,var(2) +100+random%70

[State 角度]
type = AngleSet
trigger1 = time = 0
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 = time >= 10
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必殺技緑スパーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(10)弱中強　判別
;fvar(1)サイズX
;fvar(2)サイズY

[statedef 20320]
type = A
ctrl = 0
movetype = I
anim = 20320
sprpriority = 2

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

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

[State 表示優先度]
type = SprPriority
trigger1 = parent,IsHelper(44800)
value = 29

;弱中強
[State 弱]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10)=0
var(10) = 0
[State 中]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10)=1
var(10) = 1
[State 強]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10)=2
var(10) = 2
[State 超]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(10)=3
var(10) = 3

;サイズX
[State サイズX弱]
type = VarSet
triggerall = time = 0
triggerall = !IsHelper(20325)
trigger1 = var(10) = 0
fvar(1) = 0.3+(random%3)*0.1
[State サイズX中]
type = VarSet
triggerall = time = 0
triggerall = !IsHelper(20325)
trigger1 = var(10) = 1
fvar(1) = 0.3+(random%4)*0.1
[State サイズX強]
type = VarSet
triggerall = time = 0
triggerall = !IsHelper(20325)
trigger1 = var(10) = 2
fvar(1) = 0.4+(random%5)*0.1
[State サイズX超]
type = VarSet
triggerall = time = 0
triggerall = !IsHelper(20325)
trigger1 = var(10) = 3
fvar(1) = 0.4+(random%5)*0.1
;サイズY
[State サイズY弱]
type = VarSet
triggerall = time = 0
triggerall = !IsHelper(20325)
trigger1 = var(10) = 0
fvar(2) = 0.3+(random%3)*0.1
[State サイズY中]
type = VarSet
triggerall = time = 0
triggerall = !IsHelper(20325)
trigger1 = var(10) = 1
fvar(2) = 0.3+(random%4)*0.1
[State サイズY強]
type = VarSet
triggerall = time = 0
triggerall = !IsHelper(20325)
trigger1 = var(10) = 2
fvar(2) = 0.4+(random%5)*0.1
[State サイズY超]
type = VarSet
triggerall = time = 0
triggerall = !IsHelper(20325)
trigger1 = var(10) = 3
fvar(2) = 0.4+(random%5)*0.1

;反対向き　小エフェクト
[State サイズX]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20325)
fvar(1) = 0.5
[State サイズY]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20325)
fvar(2) = 0.5

;時間経過サイズ
[State 時間経過サイズX1]
type = VarAdd
triggerall = !IsHelper(20325)
trigger1 = time <= 3
fvar(1) = 0.1
[State 時間経過サイズX2]
type = VarAdd
trigger1 = time >= 4
fvar(1) = 0.02
[State 時間経過サイズY1]
type = VarAdd
triggerall = !IsHelper(20325)
trigger1 = time <= 3
fvar(2) = 0.1
[State 時間経過サイズY2]
type = VarAdd
trigger1 = time >= 4
fvar(2) = 0.04

[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 ワザバネ、空中コーフ角度]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11)=1;ワザバネ、空中コーフ
var(2) = 30+random%180

[State 角度];シマツリ5以外　親で角度指定
Type = AngleSet
triggerall = time = 0
triggerall = !Parent,IsHelper(3507)
trigger1 = IsHelper(20321)
value = parent,var(20)
[State 角度]
Type = AngleSet
triggerall = time = 0
trigger1 = IsHelper(20322)
trigger2 = IsHelper(20323)
trigger3 = IsHelper(20324)
value = var(2)
[State 反対向き　小エフェクト角度]
Type = AngleSet
triggerall = time = 0
trigger1 = IsHelper(20325)
value = (parent,var(20))+150+random%60

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State フェードアウト]
type = VarAdd
trigger1 = time >= 9
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　2仕様打（通常攻撃+必殺技)スパークセット　のつもり
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(10)弱中強　判別
;var(11)アニメ判別
;1〜6Pだと赤色がきつくてなんかしつこい

[Statedef 20400]
type = A
ctrl = 0
movetype = I
sprpriority = 2
anim = 20400

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

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

[State 表示優先度]
type = SprPriority
trigger1 = IsHelper(44800)
value = 29

;弱中強
[State 弱]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(703)	;N投げ1hit目
var(10) = 0
[State 中]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(460)	;1E
trigger2 = IsHelper(704)	;N投げ2hit目
var(10) = 1
[State 強]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(291)	;5E　溜めなし
trigger2 = IsHelper(301)	;2E　溜めなし
trigger3 = IsHelper(660)	;j_E
trigger4 = IsHelper(705)	;N投げ3hit目
trigger5 = IsHelper(40100)	;バースト
trigger6 = IsHelper(43031)	;時　因果の意(吹き飛ばし)
trigger7 = IsHelper(43032)	;時　因果の意(打ち上げ)
trigger8 = IsHelper(43100)	;時　離縛の意1
trigger9 = IsHelper(43101)	;時　離縛の意2
trigger10= IsHelper(43500)	;時　無量光の意
trigger11= IsHelper(44100)	;樹　G蔦正面
trigger12= IsHelper(44101)	;樹　G蔦斜め
trigger13= IsHelper(44102)	;樹　A蔦正面
trigger14= IsHelper(44103)	;樹　A蔦斜め
trigger15= IsHelper(44800)	;樹　禁断の実と花演出
var(10) = 2

[State 特大1]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(292)	;5E　最大ため
trigger2 = IsHelper(302)	;2E　最大ため
trigger3 = IsHelper(1205)	;Aコーフ打ち上げ
trigger4 = IsHelper(1215)	;Bコーフ吹き飛ばし
trigger5 = IsHelper(1225)	;Cコーフ1E
trigger6 = IsHelper(1235)	;j_コーフ(j_E)
trigger7 = IsHelper(1500)	;Aワザバネ
trigger8 = IsHelper(1510)	;Bワザバネ
trigger9 = IsHelper(1520)	;Cワザバネ
var(10) = 3

;[State 強弱ランダム]
;type = VarRandom
;triggerall = time = 0
;trigger1 = IsHelper(41611)	;愛　ウラニオトクソ
;v = 10
;value = 0,2

;サイズ
[State サイズ]
type = null
triggerall = Time = 0
trigger1 = var(10)  = 0
trigger1 = fvar(0) := 1.0
trigger2 = var(10)  = 1
trigger2 = fvar(0) := 1.2
trigger3 = var(10)  = 2
trigger3 = fvar(0) := 1.4
trigger4 = var(10)  = 3
trigger4 = fvar(0) := 1.5

[State 時間経過サイズX]
type = VarAdd
trigger1 = AnimElemTime(6) >= 1
fvar(0) = -0.05

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

[State 角度]
type = AngleSet
trigger1 = time = 0
value = random%4*90

;アニメ
[State 通常]
type = VarSet
triggerall = time = 0
trigger1  = IsHelper(291)	;5E　溜めなし
trigger2  = IsHelper(292)	;5E　最大ため
trigger3  = IsHelper(301)	;2E　溜めなし
trigger4  = IsHelper(302)	;2E　最大ため
trigger5  = IsHelper(460)	;1E
trigger6  = IsHelper(660)	;j_E
trigger7  = IsHelper(703)	;N投げ1hit目
trigger8  = IsHelper(704)	;N投げ2hit目
trigger9  = IsHelper(705)	;N投げ3hit目
trigger10 = IsHelper(40100)	;バースト
trigger11 = IsHelper(43031)	;時　因果の意(吹き飛ばし)
trigger12 = IsHelper(43032)	;時　因果の意(打ち上げ)
var(11) = 0

[State 技]
type = VarSet
triggerall = time = 0
trigger1  = IsHelper(1205)	;Aコーフ打ち上げ
trigger2  = IsHelper(1215)	;Bコーフ吹き飛ばし
trigger3  = IsHelper(1225)	;Cコーフ1E
trigger4  = IsHelper(1235)	;j_コーフ(j_E)）
trigger5  = IsHelper(1500)	;Aワザバネ
trigger6  = IsHelper(1510)	;Bワザバネ
trigger7  = IsHelper(1520)	;Cワザバネ
var(11) = 1

;[State アルカナ技]
;type = VarSet
;trigger1  = IsHelper(41611)	;愛　ウラニオトクソ
;var(11) = 2

[State アルカナ技]
type = VarSet
triggerall = time = 0
trigger1  = IsHelper(43100)	;時　離縛の意1
trigger2  = IsHelper(43101)	;時　離縛の意2
trigger3  = IsHelper(43500)	;時　無量光の意
var(11) = 13

[State アルカナ技]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(44100)	;樹　G蔦正面
trigger2 = IsHelper(44101)	;樹　G蔦斜め
trigger3 = IsHelper(44102)	;樹　A蔦正面
trigger4 = IsHelper(44103)	;樹　A蔦斜め
trigger5 = IsHelper(44800)	;樹　禁断の実と花演出
var(11) = 14

;ヘルパー------------------------

[State メインエフェクト1]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 0
trigger2  = var(11) = 1
trigger3  = var(11) = 13
trigger4  = var(11) = 14
StateNo 		= 20410
ID 				= 20411
name 			= "main1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State メインエフェクト2]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 0
trigger2  = var(11) = 1
trigger3  = var(11) = 13
trigger4  = var(11) = 14
StateNo 		= 20410
ID 				= 20412
name 			= "main2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散楕円スパーク1大]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 0
trigger2  = var(11) = 1
StateNo 		= 20420
ID 				= 20421
name 			= "daen1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 飛散楕円スパーク2大]
Type = Helper
triggerall = time = 1
trigger1  = var(11) = 0
trigger2  = var(11) = 1
StateNo 		= 20420
ID 				= 20422
name 			= "daen2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 飛散楕円スパーク3中]
Type = Helper
triggerall = time = 1
trigger1  = var(11) = 0
trigger2  = var(11) = 1
StateNo 		= 20420
ID 				= 20423
name 			= "daen3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 飛散楕円スパーク4小]
Type = Helper
triggerall = time = 2
trigger1  = var(11) = 0
trigger2  = var(11) = 1
StateNo 		= 20420
ID 				= 20424
name 			= "daen4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 飛散楕円スパーク5小]
Type = Helper
triggerall = time = 3
trigger1  = var(11) = 0
trigger2  = var(11) = 1
StateNo 		= 20420
ID 				= 20425
name 			= "daen5"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 技用サブエフェクト]
Type = Helper
triggerall = time = 0
trigger1 = var(11) = 1
StateNo 		= 20430
ID 				= 20430
name 			= "sub"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 時カナ用円エフェクト1]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 13
StateNo 		= 20830
ID 				= 20831
name 			= "en1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State  時カナ用円エフェクト2]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 13
StateNo 		= 20830
ID 				= 20832
name 			= "en2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State  時カナ用円エフェクト3]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 13
StateNo 		= 20830
ID 				= 20833
name 			= "en3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State  時カナ用円エフェクト4]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 13
StateNo 		= 20830
ID 				= 20834
name 			= "en4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State  時カナ用円エフェクト5]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 13
StateNo 		= 20830
ID 				= 20835
name 			= "en5"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State  時カナ用円エフェクト6]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 13
StateNo 		= 20830
ID 				= 20836
name 			= "en6"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;[State 樹カナ用葉エフェクト1]
;Type = Helper
;triggerall = time = 0
;trigger1  = var(11) = 14
;StateNo 		= 20840
;ID 				= 20841
;name 			= "ha1"
;PosType 		= P1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0
;[State 樹カナ用葉エフェクト2]
;Type = Helper
;triggerall = time = 0
;trigger1  = var(11) = 14
;StateNo 		= 20840
;ID 				= 20842
;name 			= "ha2"
;PosType 		= P1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0
;[State 樹カナ用葉エフェクト3]
;Type = Helper
;triggerall = time = 0
;trigger1  = var(11) = 14
;StateNo 		= 20840
;ID 				= 20843
;name 			= "ha3"
;PosType 		= P1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0
;[State 樹カナ用葉エフェクト4]
;Type = Helper
;triggerall = time = 0
;trigger1  = var(11) = 14
;StateNo 		= 20840
;ID 				= 20844
;name 			= "ha4"
;PosType 		= P1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0
;[State 樹カナ用葉エフェクト5]
;Type = Helper
;triggerall = time = 0
;trigger1  = var(11) = 14
;StateNo 		= 20840
;ID 				= 20845
;name 			= "ha5"
;PosType 		= P1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0
;[State 樹カナ用葉エフェクト6]
;Type = Helper
;triggerall = time = 0
;trigger1  = var(11) = 14
;StateNo 		= 20840
;ID 				= 20846
;name 			= "ha6"
;PosType 		= P1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0
;[State 樹カナ用葉エフェクト7]
;Type = Helper
;triggerall = time = 0
;trigger1  = var(11) = 14
;StateNo 		= 20840
;ID 				= 20847
;name 			= "ha7"
;PosType 		= P1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0
;[State 樹カナ用葉エフェクト8]
;Type = Helper
;triggerall = time = 0
;trigger1  = var(11) = 14
;StateNo 		= 20840
;ID 				= 20848
;name 			= "ha8"
;PosType 		= P1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0


;ヘルパー------------------------
;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = AnimElemTime(5) >= 0
var(0) = -32

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

;トランス　デス
[State デス]
type = DestroySelf
trigger1 = var(0) <= 0
trigger2 = animtime = 0

;---------------------------------------------------------------------------
;helper　2仕様打　メインエフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(10)弱中強判別
;var(11)アニメ判別
;fvar(0)サイズXY

[statedef 20410]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

[State ターン]
type = Turn
trigger1 = time = 0
trigger1 = IsHelper(20412)
Persistent = 0

[State 表示優先度]
type = SprPriority
trigger1 = parent,IsHelper(44800)
value = 29

[State ポス]
type = PosSet
trigger1 = time = 0
trigger1 = IsHelper(20412)
x = floor(parent,Pos X-15+(random%30))
y = floor(parent,Pos Y-15+(random%30))

;弱中強
[State 弱]
type = VarSet
trigger1 = Parent,var(10) = 0
var(10) = 0
[State 中]
type = VarSet
trigger1 = Parent,var(10) = 1
var(10) = 1
[State 強]
type = VarSet
trigger1 = Parent,var(10) = 2
var(10) = 2
[State 特大1]
type = VarSet
trigger1 = Parent,var(10) = 3
var(10) = 3

;アニメ判別
[State オレンジ]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20411)
trigger2 = IsHelper(20412)
trigger2 = Parent,var(11)=0
trigger3  = var(11) = 13
trigger4  = var(11) = 14
var(11) = 0
[State 緑]
type = VarSet
triggerall = time = 0
triggerall = IsHelper(20412)
trigger1 = Parent,var(11)=1
var(11) = 1

[State アニメ]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(11) = 0
value = 20410
[State アニメ]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(11) = 1
value = 20415

;サイズ
[State メイン1]
type = null
triggerall = Time = 0
triggerall = IsHelper(20411)
trigger1 = var(10)  = 0
trigger1 = fvar(0) := 1.0
trigger2 = var(10)  = 1
trigger2 = fvar(0) := 1.3
trigger3 = var(10)  = 2
trigger3 = fvar(0) := 1.4
trigger4 = var(10)  = 3
trigger4 = fvar(0) := 1.5
[State メイン2]
type = null
triggerall = Time = 0
triggerall = IsHelper(20412)
trigger1 = var(10)  = 0
trigger1 = fvar(0) := 0.8
trigger2 = var(10)  = 1
trigger2 = fvar(0) := 1.0
trigger3 = var(10)  = 2
trigger3 = fvar(0) := 1.2
trigger4 = var(10)  = 3
trigger4 = fvar(0) := 1.3

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = AnimElemTime(5) < 0
fvar(0) = 0.05
[State 時間経過サイズX]
type = VarAdd
trigger1 = AnimElemTime(5) >= 0
fvar(0) = 0.1

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

;角度
[State メインエフェクト1角度]
type = VarSet
triggerall = time = 0
triggerall = IsHelper(20411)
trigger1 = parent,IsHelper(660)		;j_E
trigger2 = parent,IsHelper(1235)	;j_コーフ(j_E)
trigger3 = parent,IsHelper(1500)	;Aワザバネ
trigger4 = parent,IsHelper(1510)	;Bワザバネ
trigger5 = parent,IsHelper(1520)	;Cワザバネ
var(2) = -180
[State メインエフェクト1角度]
type = VarSet
triggerall = time = 0
triggerall = IsHelper(20411)
trigger1 = parent,IsHelper(291)		;5E　溜めなし
trigger2 = parent,IsHelper(292)		;5E　最大ため
trigger3 = parent,IsHelper(703)		;N投げ1hit目
trigger4 = parent,IsHelper(1215)	;Bコーフ吹き飛
trigger5 = parent,IsHelper(40100)	;バースト
trigger6 = parent,IsHelper(43031)	;因果の意(吹き飛ばし)
var(2) = -90
[State メインエフェクト1角度]
type = VarSet
triggerall = time = 0
triggerall = IsHelper(20411)
trigger1 = parent,IsHelper(460)		;1E
trigger2 = parent,IsHelper(704)		;N投げ2hit目
trigger3 = parent,IsHelper(1225)	;Cコーフ1E
var(2) = -60
[State メインエフェクト1角度]
type = VarSet
triggerall = time = 0
triggerall = IsHelper(20411)
trigger1 = parent,IsHelper(301)		;2E　溜めなし
trigger2 = parent,IsHelper(302)		;2E最大ため
trigger3 = parent,IsHelper(705)		;N投げ3hit目
trigger4 = parent,IsHelper(1205)	;Aコーフ打ち上
trigger5 = parent,IsHelper(43032)	;因果の意(打ち上げ)
var(2) = -5

[State メインエフェクト1角度]
type = VarSet
triggerall = time = 0
triggerall = IsHelper(20411)
trigger1 = parent,IsHelper(43100)	;時　離縛の意1
trigger2 = parent,IsHelper(43101)	;時　離縛の意2
trigger3 = parent,IsHelper(43500)	;時　無量光の意
trigger4 = parent,IsHelper(44100)	;樹　G蔦正面
trigger5 = parent,IsHelper(44101)	;樹　G蔦斜め
trigger6 = parent,IsHelper(44102)	;樹　A蔦正面
trigger7 = parent,IsHelper(44103)	;樹　A蔦斜め
trigger8 = parent,IsHelper(44800)	;樹　禁断の実と花演出
var(2) = random%360

[State メインエフェクト2角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(20412)
var(2) = 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 = VarSet
trigger1 = time = 0
trigger1 = IsHelper(20411)
var(0) = 256
[State Sトランス]
type = VarSet
trigger1 = time = 0
trigger1 = IsHelper(20412)
var(0) = 224
[State Sフェードアウト]
type = VarAdd
trigger1 = AnimElemTime(5) >= 0
var(0) = -32

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger2 = animtime = 0

;---------------------------------------------------------------------------
;helper　2仕様打　飛散楕円スパーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(10)弱中強判別
;var(11)アニメ判別
;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 20420]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

[State 弱中強]
type = VarSet
trigger1 = time = 0
var(10) = Parent,var(10)
IgnoreHitPause = 1

;アニメ判別
[State アニメ]
type = VarSet
trigger1 = time = 0
var(11) = Parent,var(11)

[State アニメ青]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(11) = 0
value = 20523
[State アニメ黄緑]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(11) = 1
trigger2 = var(11) = 14
value = 20521

;サイズ
[State 飛散楕円スパーク1大サイズX]
type = null
triggerall = time = 0
triggerall = IsHelper(20421)
trigger1 = var(10) = 0
trigger1 = fvar(1) := 0.6
trigger2 = var(10) = 1
trigger2 = fvar(1) := 0.6
trigger3 = var(10) = 2
trigger3 = fvar(1) := 0.7
trigger4 = var(10) = 3
trigger4 = fvar(1) := 0.7
trigger5 = var(10) = 4
trigger5 = fvar(1) := 0.8

[State 飛散楕円スパーク2大サイズX]
type = null
triggerall = time = 0
triggerall = IsHelper(20422)
trigger1 = var(10) = 0
trigger1 = fvar(1) := 0.5
trigger2 = var(10) = 1
trigger2 = fvar(1) := 0.5
trigger3 = var(10) = 2
trigger3 = fvar(1) := 0.6
trigger4 = var(10) = 3
trigger4 = fvar(1) := 0.7
trigger5 = var(10) = 4
trigger5 = fvar(1) := 0.8

[State 飛散楕円スパーク3中サイズX]
type = null
triggerall = time = 0
triggerall = IsHelper(20423)
trigger1 = var(10) = 0
trigger1 = fvar(1) := 0.4
trigger2 = var(10) = 1
trigger2 = fvar(1) := 0.5
trigger3 = var(10) = 2
trigger3 = fvar(1) := 0.5
trigger4 = var(10) = 3
trigger4 = fvar(1) := 0.5
trigger5 = var(10) = 4
trigger5 = fvar(1) := 0.5

[State 飛散楕円スパーク4・5小サイズX]
type = null
triggerall = time = 0
triggerall = IsHelper(20424) || IsHelper(20425)
trigger1 = var(10) = 0
trigger1 = fvar(1) := 0.4
trigger2 = var(10) = 1
trigger2 = fvar(1) := 0.4
trigger3 = var(10) = 2
trigger3 = fvar(1) := 0.5
trigger4 = var(10) = 3
trigger4 = fvar(1) := 0.5
trigger5 = var(10) = 4
trigger5 = fvar(1) := 0.5

[State 飛散楕円スパークサイズX]
type = VarSet
trigger1 = time = 0
fvar(2) = fvar(1)-random%3*0.1

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

;角度
[State 角度1]
type = VarSet
triggerall = time = 0
trigger1 = parent,IsHelper(660)		;空中E
trigger2 = parent,IsHelper(1235)	;空コーフ（空E)
trigger3 = parent,IsHelper(1500)	;Aワザバネ
trigger4 = parent,IsHelper(1510)	;Bワザバネ
trigger5 = parent,IsHelper(1520)	;Cワザバネ
trigger6 = parent,IsHelper(44103)	;樹　A蔦斜め
var(2) = 60+random%110
[State 角度1]
type = VarSet
triggerall = time = 0
trigger1 = parent,IsHelper(291)		;吹き飛ばし　溜めなし
trigger2 = parent,IsHelper(292)		;吹き飛ばし　最大ため
trigger3 = parent,IsHelper(703)		;地上N投げ1hit目
trigger4 = parent,IsHelper(1215)	;Bコーフ吹き飛
trigger5 = parent,IsHelper(40100)	;バースト
trigger6 = parent,IsHelper(43031)	;時　因果の意(吹き飛ばし)
trigger7 = parent,IsHelper(44100)	;樹　G蔦正面
trigger8 = parent,IsHelper(44102)	;樹　A蔦正面
var(2) = 110+random%140
[State 角度1]
type = VarSet
triggerall = time = 0
trigger1 = parent,IsHelper(460)		;1E
trigger2 = parent,IsHelper(704)		;地上N投げ2hit目
trigger3 = parent,IsHelper(1225)	;Cコーフ1E
trigger4 = parent,IsHelper(44101)	;樹　G蔦斜め
var(2) = 135+random%70
[State 角度1]
type = VarSet
triggerall = time = 0
trigger1 = parent,IsHelper(301)		;打ち上げ　　溜めなし
trigger2 = parent,IsHelper(302)		;打ち上げ　　最大ため
trigger3 = parent,IsHelper(705)		;地上N投げ3hit目
trigger4 = parent,IsHelper(1205)	;Aコーフ打ち上
trigger5 = parent,IsHelper(43032)	;時　因果の意(打ち上げ)
var(2) = 110+random%90

[State 反射角度]
type = VarSet
trigger1 = Pos Y > 0
var(2) = 360-var(2)
Persistent = 0

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

;XY進行方向
[State X];※θ*pi/180でdeg→radへ変換
type = VarSet
trigger1 = 1
fvar(5) = cos(var(2)*pi/180)
[State Y]
type = VarSet
trigger1 = 1
fvar(6) = sin(var(2)*pi/180)

;速度
[State 速度大]
type = null;
triggerall = time = 0
triggerall = IsHelper(20421) || IsHelper(20422)
trigger1 = var(10) = 0
trigger1 = fvar(7) := 10+random%50*0.1
trigger2 = var(10) = 1
trigger2 = fvar(7) := 11+random%50*0.1
trigger3 = var(10) = 2
trigger3 = fvar(7) := 12+random%50*0.1
trigger4 = var(10) = 3
trigger4 = fvar(7) := 13+random%50*0.1
trigger5 = var(10) = 4
trigger5 = fvar(7) := 15+random%50*0.1
[State 速度中]
type = null;
triggerall = time = 0
triggerall = IsHelper(20423)
trigger1 = var(10) = 0
trigger1 = fvar(7) := 7+random%50*0.1
trigger2 = var(10) = 1
trigger2 = fvar(7) := 8+random%50*0.1
trigger3 = var(10) = 2
trigger3 = fvar(7) := 9+random%50*0.1
trigger4 = var(10) = 3
trigger4 = fvar(7) := 10+random%50*0.1
trigger5 = var(10) = 4
trigger5 = fvar(7) := 12+random%50*0.1

[State 速度小]
type = null;
triggerall = time = 0
triggerall = IsHelper(20424) || IsHelper(20425)
trigger1 = var(10) = 0
trigger1 = fvar(7) := 5+random%50*0.1
trigger2 = var(10) = 1
trigger2 = fvar(7) := 6+random%50*0.1
trigger3 = var(10) = 2
trigger3 = fvar(7) := 7+random%50*0.1
trigger4 = var(10) = 3
trigger4 = fvar(7) := 8+random%50*0.1
trigger5 = var(10) = 4
trigger5 = fvar(7) := 8+random%50*0.1

[State 速度]
type = VelSet
trigger1 = 1
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

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

[State Sフェードアウト]
type = VarAdd
trigger1 = var(10) = 0 && time >= 11
trigger2 = var(10) = 1 && time >= 12
trigger3 = var(10) = 2 && time >= 14
trigger4 = var(10) = 3 && time >= 15
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　2仕様打　技用サブエフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;fvar(0)サイズXY

[statedef 20430]
type = A
ctrl = 0
movetype = I
sprpriority = 2
anim = 20430

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

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

;サイズ
[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0

;時間経過サイズ
[State 時間経過サイズ]
type = VarAdd
trigger1 = AnimElemTime(5) > 0
fvar(0) = 0.05

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

;角度
[State 角度1]
type = VarSet
triggerall = time = 0
trigger1 = parent,IsHelper(1235)	;j_コーフ(j_E)
trigger2 = parent,IsHelper(1500)	;Aワザバネ
trigger3 = parent,IsHelper(1510)	;Bワザバネ
trigger4 = parent,IsHelper(1520)	;Cワザバネ
var(2) = 0
[State 角度1]
type = VarSet
triggerall = time = 0
trigger1 = parent,IsHelper(1215)	;Bコーフ吹き飛
var(2) = 70
[State 角度1]
type = VarSet
triggerall = time = 0
trigger1 = parent,IsHelper(1225)	;Cコーフ1E
var(2) = 60
[State 角度1]
type = VarSet
triggerall = time = 0
trigger1 = parent,IsHelper(1205)	;Aコーフ打ち上
var(2) = 150

[State 角度]
type = AngleSet
trigger1 = time = 0
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 = AnimElemTime(5) >= 2
var(0) = -32

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger2 = animtime = 0

;---------------------------------------------------------------------------
;helper　2仕様斬（通常攻撃+必殺技)スパークセット
;---------------------------------------------------------------------------
;var(2)	角度
;var(10)弱中強判別
;var(11)アニメ判別
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 20500]
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

;弱中強
[State 弱]
type = VarSet
trigger1 = IsHelper(200)	;5A
trigger2 = IsHelper(210)	;6A
trigger3 = IsHelper(400)	;2A
trigger4 = IsHelper(410)	;3A
trigger5 = IsHelper(600)	;j_A
trigger6 = IsHelper(610)	;j_6A
trigger7 = IsHelper(753)	;j_投げ1hit
var(10) = 0
[State 中]
type = VarSet
trigger1 = IsHelper(220)	;5B
trigger2 = IsHelper(230)	;3B
trigger3 = IsHelper(420)	;2B
trigger4 = IsHelper(620)	;j_B
trigger5 = IsHelper(754)	;j_投げ2hit
trigger6 = IsHelper(1311)	;Bテンザ1hit
trigger7 = IsHelper(1321)	;Cテンザ1hit
var(10) = 1
[State 強]
type = VarSet
trigger1 = IsHelper(240)	;5C
trigger2 = IsHelper(440)	;2C
trigger3 = IsHelper(640)	;j_5C
trigger4 = IsHelper(650)	;j_6C
trigger5 = IsHelper(723)	;レバー投げ
trigger6 = IsHelper(755)	;j_投げ3hit
trigger7 = IsHelper(1101)	;Aウルマ
trigger8 = IsHelper(1111)	;Bウルマ
trigger9 = IsHelper(1300)	;Aテンザ
trigger10= IsHelper(1312)	;Bテンザ 2hit
trigger11= IsHelper(1322)	;Cテンザ 2hit
trigger12= IsHelper(1431)	;Cハバキ（飛び道具）1
trigger13= IsHelper(1432)	;Cハバキ（飛び道具）2
trigger14= IsHelper(1441)	;Aハバキ（飛び道具）1
trigger15= IsHelper(1443)	;Bハバキ（飛び道具）1
trigger16= IsHelper(1420)	;Cハバキ（飛び道具）1
trigger17= IsHelper(1442)	;Aハバキ（飛び道具）2
trigger18= IsHelper(1444)	;Bハバキ（飛び道具）2
trigger19= IsHelper(1448)	;対飛び道具用AB斯封
trigger20= IsHelper(1449)	;対飛び道具用C斯封
trigger21= IsHelper(44200)	;樹　種蒔き
trigger22= IsHelper(44601)	;樹　花満開1
trigger23= IsHelper(44602)	;樹　花満開2
trigger24= IsHelper(44603)	;樹　花満開3
var(10) = 2

[State 特大1]
type = VarSet
trigger1 = IsHelper(1121)	;Cウルマ
trigger2 = IsHelper(1323)	;Cテンザ 3hit
trigger3 = IsHelper(2200)	;コダマ1 1hit
trigger4 = IsHelper(2201)	;コダマ2 2hit
trigger5 = IsHelper(2211)	;コダマ(飛び道具)
var(10) = 3
[State 特大2]
type = VarSet
trigger1 = IsHelper(3002)	;ムオン2
trigger2 = IsHelper(3101)	;ホロビ2
trigger3 = IsHelper(2001)	;カゲシキ
trigger4 = IsHelper(2100)	;セイザン
trigger5 = IsHelper(3603)	;シマツリ2
var(10) = 4

;アニメ
;var(11) = 0		;緑 通常
;var(11) = 1		;緑 技
;var(11) = 2		;赤
;var(11) = 14	;アルカナ技予定

[State 緑 通常]
type = VarSet
triggerall = time = 0
triggerall = root,var(48) = 0
trigger1  = IsHelper(200)	;5A
trigger2  = IsHelper(210)	;6A
trigger3  = IsHelper(220)	;5B
trigger4  = IsHelper(230)	;3B
trigger5  = IsHelper(240)	;5C
trigger6  = IsHelper(400)	;2A
trigger7  = IsHelper(410)	;3A
trigger8  = IsHelper(420)	;2B
trigger9  = IsHelper(440)	;2C
trigger10 = IsHelper(600)	;j_A
trigger11 = IsHelper(610)	;j_6A
trigger12 = IsHelper(620)	;j_B
trigger13 = IsHelper(640)	;j_C
trigger14 = IsHelper(650)	;j_6C
trigger15 = IsHelper(723)	;レバー投げ
trigger16 = IsHelper(753)	;j_投げ1hit
trigger17 = IsHelper(754)	;j_投げ2hit
trigger18 = IsHelper(755)	;j_投げ3hit
var(11) = 0
[State 緑 技]
type = VarSet
triggerall = time = 0
triggerall = root,var(48) = 0
trigger1 = IsHelper(1101)	;Aウルマ
trigger2 = IsHelper(1111)	;Bウルマ
trigger3 = IsHelper(1121)	;Cウルマ
trigger4 = IsHelper(1300)	;Aテンザ
trigger5 = IsHelper(1311)	;Bテンザ
trigger6 = IsHelper(1321)	;Cテンザ
trigger7 = IsHelper(1312)	;Bテンザ 2hit
trigger8 = IsHelper(1322)	;Cテンザ 2hit
trigger9 = IsHelper(1323)	;Cテンザ 3hit
trigger10= IsHelper(1431)	;Cハバキ（飛び道具）1
trigger11= IsHelper(1432)	;Cハバキ（飛び道具）2
trigger12= IsHelper(1441)	;Aハバキ（飛び道具）1
trigger13= IsHelper(1443)	;Bハバキ（飛び道具）1
trigger14= IsHelper(1420)	;Cハバキ（飛び道具）1
trigger15= IsHelper(1442)	;Aハバキ（飛び道具）2
trigger16= IsHelper(1444)	;Bハバキ（飛び道具）2
var(11) = 1

[State 赤]
type = VarSet
triggerall = time = 0
trigger1 = root,var(48) >= 1;通常攻撃各種
trigger2 = IsHelper(2001)	;カゲシキ
trigger3 = IsHelper(2100)	;セイザン
trigger4 = IsHelper(2200)	;コダマ1 1hit
trigger5 = IsHelper(2201)	;コダマ2 2hit
trigger6 = IsHelper(2211)	;コダマ(飛び道具)
trigger7 = IsHelper(3002)	;ムオン2
trigger8 = IsHelper(3101)	;ホロビ2
trigger9 = IsHelper(3603)	;シマツリ2
var(11) = 2
[State 緑 技]
type = VarSet
triggerall = time = 0
triggerall = root,var(48) = 0
trigger1= IsHelper(1448)	;対飛び道具用AB斯封
trigger2= IsHelper(1449)	;対飛び道具用C斯封
var(11) = 1
[State 赤]
type = VarSet
triggerall = time = 0
triggerall = root,var(48) >= 1
trigger1 = IsHelper(1448)	;対飛び道具用AB斯封
trigger2 = IsHelper(1449)	;対飛び道具用C斯封
var(11) = 2

[State アルカナ技]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(44200)	;樹　種蒔き
trigger2 = IsHelper(44601)	;樹　花満開1
trigger3 = IsHelper(44602)	;樹　花満開2
trigger4 = IsHelper(44603)	;樹　花満開3
var(11) = 14

[State アニメ緑]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 0
trigger2 = var(11) = 1
trigger3 = var(11) = 14
value = 20500
[State アニメ赤]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 2
value = 20501


;サイズ
[State サイズX]
type = VarSet
trigger1 = !IsHelper(3603)
trigger1 = time = 0
fvar(1) = ifelse(var(10)=0,0.3,ifelse(var(10)=1,0.5,ifelse(var(10)=2,0.7,ifelse(var(10)=3,0.8,1.0))))
[State サイズY]
type = VarSet
trigger1 = !IsHelper(3603)
trigger1 = time = 0
fvar(2) = ifelse(var(10)=0,0.7,ifelse(var(10)=1,0.9,ifelse(var(10)=2,1.1,ifelse(var(10)=3,1.2,1.4))))

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = !IsHelper(3603)
trigger1 = time >= 1
fvar(1) = ifelse(var(10)=0,0.1,ifelse(var(10)=1,0.15,ifelse(var(10)=2,0.25,ifelse(var(10)=3,0.3,0.4))))
[State 時間経過サイズY]
type = VarAdd
trigger1 = !IsHelper(3603)
trigger1 = time >= 2
fvar(2) = ifelse(var(10)=0,-0.047,ifelse(var(10)=1,-0.06,ifelse(var(10)=2,-0.074,ifelse(var(10)=3,-0.08,-0.093))))

;シマツリ2サイズ
[State サイズX]
type = VarSet
trigger1 = IsHelper(3603)	;シマツリ2
trigger1 = time = 0
fvar(1) = 1.4
[State サイズY]
type = VarSet
trigger1 = IsHelper(3603)	;シマツリ2
trigger1 = time = 0
fvar(2) = 1.1

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = IsHelper(3603)	;シマツリ2
trigger1 = time >= 1
fvar(1) = 0.45
[State 時間経過サイズY]
type = VarAdd
trigger1 = IsHelper(3603)	;シマツリ2
trigger1 = time >= 2
fvar(2) = -0.075

[State サイズY限界]
type = VarAdd
trigger1 = fvar(2) < 0.1
fvar(2) = 0.05
Persistent = 0

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

;角度
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(3101)	;ホロビ2
var(2) = -90
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1323)	;Cテンザ 3hit
var(2) = -85
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1431)	;Cハバキ（飛び道具）1
trigger2 = IsHelper(1442)	;Aハバキ（飛び道具）2
trigger3 = IsHelper(1444)	;Bハバキ（飛び道具）2
trigger4 = IsHelper(1448)	;対飛び道具用AB斯封
trigger5 = IsHelper(2201)	;コダマ2 2hit
var(2) = -67
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1312)	;Bテンザ 2hits
trigger2 = IsHelper(1322)	;Cテンザ 2hits
var(2) = -65
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(2100)	;セイザン
trigger2 = IsHelper(1300)	;Aテンザ
trigger3 = IsHelper(1311)	;Bテンザ
trigger4 = IsHelper(1321)	;Cテンザ
var(2) = -45
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(420)	;2B
trigger2 = IsHelper(640)	;j_5C
trigger3 = IsHelper(650)	;j_6C
trigger4 = IsHelper(754)	;j_投げ2hit
var(2) = -40
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(220)	;5B
trigger2 = IsHelper(440)	;2C
var(2) = -25
[State 角度]
type = VarSet
;triggerall = time = 0
trigger1 = var(10) = 0
trigger2 = IsHelper(723)	;レバー投げ
trigger3 = IsHelper(1101)	;Aウルマ
trigger4 = IsHelper(1111)	;Bウルマ
trigger5 = IsHelper(1121)	;Cウルマ
trigger6 = IsHelper(1432)	;Cハバキ（飛び道具）2
trigger7 = IsHelper(3002)	;ムオン2
trigger8 = IsHelper(2001)	;カゲシキ
trigger9 = IsHelper(2211)	;コダマ(飛び道具)
var(2) = 0
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(620)	;j_5B
var(2) = 25
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(240)	;5C
trigger2 = IsHelper(1420)	;Cハバキ（飛び道具）1
trigger3 = IsHelper(1441)	;Aハバキ（飛び道具）1
trigger4 = IsHelper(1443)	;Bハバキ（飛び道具）1
trigger5 = IsHelper(1449)	;対飛び道具用C斯封
trigger6 = IsHelper(2200)	;コダマ1 1hit
trigger7 = IsHelper(44601)	;樹　花満開1
var(2) = 50
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(230)	;3B
trigger2 = IsHelper(755)	;j_投げ3hit
trigger3 = IsHelper(44200)	;樹　種蒔き
trigger4 = IsHelper(44602)	;樹　花満開2
var(2) = 90

[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(44603)	;樹　花満開3
var(2) = 140

[State 角度シマツリ2]
type = null
triggerall = time = 0
triggerall = IsHelper(3603)
;;;time%6 = 0
trigger1  = root,time = [90,95]
trigger1  = var(2) := 90
trigger2  = root,time = [96,101]
trigger2  = var(2) := 76
trigger3  = root,time = [102,107]
trigger3  = var(2) := 62
trigger4  = root,time = [108,113]
trigger4  = var(2) := 47;48だとなぜか落ちる
trigger5  = root,time = [114,119]
trigger5  = var(2) := 33;34だとry
trigger6  = root,time = [120,125]
trigger6  = var(2) := 20
trigger7  = root,time = [126,131]
trigger7  = var(2) := 6
trigger8  = root,time = [132,137]
trigger8  = var(2) := -8
trigger9  = root,time = [138,143]
trigger9  = var(2) := -22
trigger10 = root,time = [144,149]
trigger10 = var(2) := -39;-33〜-38だとry
trigger11 = root,time = [150,155]
trigger11 = var(2) := -52;-50〜-51だとry
trigger12 = root,time = [156,161]
trigger12 = var(2) := -66;-63〜-65だとry
trigger13 = root,time = [162,167]
trigger13 = var(2) := -78
trigger14 = root,time = [168,173]
trigger14 = var(2) := -90
;14hit
trigger15 = root,time = [174,179]
trigger15 = var(2) := 90
trigger16 = root,time = [180,185]
trigger16 = var(2) := 75
trigger17 = root,time = [186,191]
trigger17 = var(2) := 62;59〜60だとry
trigger18 = root,time = [192,197]
trigger18 = var(2) := 45
trigger19 = root,time = [198,203]
trigger19 = var(2) := 30
trigger20 = root,time = [204,209]
trigger20 = var(2) := 15
trigger21 = root,time = [210,214]
trigger21 = var(2) := 0
;;;time%5 = 0
trigger22 = root,time = [215,219]
trigger22 = var(2) := -15
trigger23 = root,time = [220,224]
trigger23 = var(2) := -30
trigger24 = root,time = [225,229]
trigger24 = var(2) := -45
trigger25 = root,time = [230,234]
trigger25 = var(2) := -62
trigger26 = root,time = [235,239]
trigger26 = var(2) := -75
trigger27 = root,time = [240,244]
trigger27 = var(2) := -90
;13hit
trigger28 = root,time = [245,249]
trigger28 = var(2) := 90
trigger29 = root,time = [250,254]
trigger29 = var(2) := 74
trigger30 = root,time = [255,259]
trigger30 = var(2) := 58
trigger31 = root,time = [260,264]
trigger31 = var(2) := 43;42だとry
trigger32 = root,time = [265,269]
trigger32 = var(2) := 25
trigger33 = root,time = [270,274]
trigger33 = var(2) := 9
trigger34 = root,time = [275,279]
trigger34 = var(2) := -7
trigger35 = root,time = [280,284]
trigger35 = var(2) := -23
trigger36 = root,time = [285,289]
trigger36 = var(2) := -39;-40〜-41だとry
trigger37 = root,time = [290,294]
trigger37 = var(2) := -56
trigger38 = root,time = [295,299]
trigger38 = var(2) := -72
trigger39 = root,time = [300,304]
trigger39 = var(2) := -90
;12hit
trigger40 = root,time = [305,309]
trigger40 = var(2) := 90
trigger41 = root,time = [310,314]
trigger41 = var(2) := 62;60だとry
trigger42 = root,time = [315,319]
trigger42 = var(2) := 30
;3hit
persistent = 0

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

;ヘルパー------------------------
;var(11) = 0		;緑 通常
;var(11) = 1		;緑 技
;var(11) = 2		;赤
;var(11) = 14	;アルカナ技予定

[State 飛散斬スパーク1]
Type = Helper
trigger1 = !IsHelper(3603)
trigger1 = time = 0
StateNo 		= 20510
ID 				= 20511
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 飛散斬スパーク2]
Type = Helper
trigger1 = !IsHelper(3603)
trigger1 = time = 0
StateNo 		= 20510
ID 				= 20512
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散斬スパーク1シマツリ2用]
Type = Helper
trigger1 = IsHelper(3603)
trigger1 = time = 0
StateNo 		= 20515
ID 				= 20515
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 飛散斬スパーク2シマツリ2用]
Type = Helper
trigger1 = IsHelper(3603)
trigger1 = time = 0
StateNo 		= 20515
ID 				= 20516
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散楕円スパーク1大]
Type = Helper
triggerall = time = 0
trigger1 = var(11) = 0		;緑 通常
trigger2 = var(11) = 1		;緑 技
trigger3 = var(11) = 2		;赤
StateNo 		= 20520
ID 				= 20521
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散楕円スパーク2大]
Type = Helper
triggerall = time = 1
trigger1 = var(11) = 0		;緑 通常
trigger2 = var(11) = 1		;緑 技
trigger3 = var(11) = 2		;赤
StateNo 		= 20520
ID 				= 20522
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散楕円スパーク3中]
Type = Helper
triggerall = time = 1
trigger1 = var(11) = 0		;緑 通常
trigger2 = var(11) = 1		;緑 技
trigger3 = var(11) = 2		;赤
StateNo 		= 20520
ID 				= 20523
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散楕円スパーク4小]
Type = Helper
triggerall = time = 2
trigger1 = var(11) = 0		;緑 通常
trigger2 = var(11) = 1		;緑 技
trigger3 = var(11) = 2		;赤
StateNo 		= 20520
ID 				= 20524
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散楕円スパーク5小]
Type = Helper
triggerall = time = 3
trigger1 = var(11) = 0		;緑 通常
trigger2 = var(11) = 1		;緑 技
trigger3 = var(11) = 2		;赤
StateNo 		= 20520
ID 				= 20525
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0


[State 樹カナ用葉エフェクト1]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20841
name 			= "ha1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト2]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20842
name 			= "ha2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト3]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20843
name 			= "ha3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト4]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20844
name 			= "ha4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト5]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20845
name 			= "ha5"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト6]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20846
name 			= "ha6"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト7]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20847
name 			= "ha7"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト8]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20848
name 			= "ha8"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヘルパー------------------------

;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) <= 0.05

;---------------------------------------------------------------------------
;helper2仕様斬　セイザン専用ほこり5
;---------------------------------------------------------------------------
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 20505]
type = A
ctrl = 0
anim = 20994
sprpriority = 3

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

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

[State ポスXY]
type = PosAdd
trigger1 = time = 0
x = 35
y = 20

;サイズ
[State サイズX]
type = VarSet
trigger1 =time = 0
fvar(1) = 1.5
[State サイズY]
type = VarSet
trigger1 =time = 0
fvar(2) = 1.5

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = time <= 10
fvar(1) = 0.09
[State 時間経過サイズX]
type = VarAdd
trigger1 = time > 10
fvar(1) = 0.05
[State 時間経過サイズY]
type = VarAdd
trigger1 = time > 12
fvar(2) = -0.14

[State サイズY限界]
type = VarAdd
trigger1 = fvar(2) < 0.2
fvar(2) = 0.1
Persistent = 0

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

;角度
[State 角度]
type = AngleSet
trigger1 = 1
value = -45

;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) <= 0.1
trigger2 = animtime = 0

;---------------------------------------------------------------------------
;helper2仕様斬　セイザン専用ほこり9
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 20506]
type = A
ctrl = 0
anim = 20999
sprpriority = 3

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

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

[State ポスXY]
type = PosAdd
trigger1 = time = 0
x = 35
y = 20

;サイズ
[State サイズX]
type = VarSet
trigger1 =time = 0
fvar(1) = 1.0
[State サイズY]
type = VarSet
trigger1 =time = 0
fvar(2) = 2.0
[State 時間経過サイズX]
type = VarAdd
trigger1 = time <= 10
fvar(1) = 0.05
[State 時間経過サイズX]
type = VarAdd
trigger1 = time > 10
fvar(1) = 0.03

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

;角度
[State 角度]
type = AngleSet
trigger1 = 1
value = -45+90

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = AnimElemTime(10) >= 2
var(0) = -32

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

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

;---------------------------------------------------------------------------
;helper　2仕様斬　飛散斬スパーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(7) ポスXY
;var(8) 向き
;var(10)弱中強判別
;var(11)アニメ判別
;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 20510]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
trigger1 = Parent,var(10) = 0
var(10) = 0
[State 中]
type = VarSet
trigger1 = Parent,var(10) = 1
var(10) = 1
[State 強]
type = VarSet
trigger1 = Parent,var(10) = 2
var(10) = 2
[State 特大1]
type = VarSet
trigger1 = Parent,var(10) = 3
var(10) = 3
[State 特大2]
type = VarSet
trigger1 = Parent,var(10) = 4
var(10) = 4

;アニメ判別
[State 緑]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11)=0
trigger2 = Parent,var(11)=1
trigger3 = Parent,var(11)=14
var(11) = 0
[State 赤]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11)=2
var(11) = 2

[State スパーク1アニメ]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(11) = 0
value = 20511+random%2
[State スパーク2アニメ]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(11) = 2
value = 20513+random%2

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = ifelse(var(10)=0,0.3,ifelse(var(10)=1,0.3,ifelse(var(10)=2,0.3,ifelse(var(10)=3,0.3,0.3))))
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = ifelse(var(10)=0,0.2,ifelse(var(10)=1,0.4,ifelse(var(10)=2,0.7,ifelse(var(10)=3,0.9,1.0))))

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 2
fvar(1) = ifelse(var(10)=0,0.02,ifelse(var(10)=1,0.04,ifelse(var(10)=2,0.06,ifelse(var(10)=3,0.08,0.1))))
[State 時間経過サイズY]
type = VarAdd
trigger1 = fvar(2) > 0.1
trigger1 = time >= 1
fvar(2) = ifelse(var(10)=0,-0.0167,ifelse(var(10)=1,-0.0333,ifelse(var(10)=2,-0.0583,ifelse(var(10)=3,-0.0667,-0.083))))

[State サイズY限度]
type = VarSet
trigger1 = fvar(2) <= 0.1
fvar(2) = 0.05
Persistent = 0

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

;角度
[State 角度1]
type = VarSet
trigger1 = time = 0
var(2) = random%360

[State 角度]
type = AngleSet
trigger1 = 1
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 親向き]
type = VarSet
trigger1 = time = 0
var(8) = Parent,facing
IgnoreHitPause = 1
Persistent = 0

[State ポスXY]
type = VarSet
trigger1 = time = 0
var(7) = ifelse(var(10)=0,60,ifelse(var(10)=1,80,ifelse(var(10)=2,90,ifelse(var(10)=3,120,140))))

[State ポス]
type = PosSet
trigger1 = time = 0
x = parent,pos X+fvar(5)*var(7)*(-1)*var(8)
y = parent,pos Y+fvar(6)*var(7)

;速度
[State 速度1]
type = VarSet
trigger1 = 1
fvar(7) = ifelse(var(10)=0,10,ifelse(var(10)=1,11,ifelse(var(10)=2,12,ifelse(var(10)=3,13,15))))

[State 速度]
type = VelSet
trigger1 = 1
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 192
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 7
var(0) = -19

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
;trigger2 = fvar(2) <= 0


;---------------------------------------------------------------------------
;helper　2仕様斬　飛散スパーク　シマツリ2用
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(7) ポスXY
;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 20515]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

[State スパーク1アニメ]
type = ChangeAnim
triggerall = Time = 0
trigger1 = IsHelper(20515)
value = 20515
[State スパーク2アニメ]
type = ChangeAnim
triggerall = Time = 0
trigger1 = IsHelper(20516)
value = 20516

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 0.3
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = 1.0

[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 2
fvar(1) = 0.2
[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 1
trigger1 = fvar(2) > 0.1
fvar(2) = -0.08

[State サイズY限度]
type = VarSet
trigger1 = fvar(2) <= 0.1
fvar(2) = 0.05
Persistent = 0

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

;角度
[State 角度1]
type = VarSet
trigger1 = time = 0
var(2) = random%360

[State 角度]
type = AngleSet
trigger1 = 1
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) = 110+random%20

[State ポス]
type = PosSet
trigger1 = time = 0
x = parent,pos X+fvar(5)*var(7)*(-1)*root,facing
y = parent,pos Y+fvar(6)*var(7)

;速度
[State 速度1]
type = VarSet
trigger1 = time = 0
fvar(7) = 15+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 Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 160
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 7
var(0) = -16

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
;trigger2 = fvar(2) <= 0


;---------------------------------------------------------------------------
;helper　2仕様斬　飛散楕円スパーク
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(10)弱中強判別
;var(11)アニメ判別
;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 20520]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
trigger1 = Parent,var(10) = 0
var(10) = 0
persistent = 0
[State 中]
type = VarSet
trigger1 = Parent,var(10) = 1
var(10) = 1
persistent = 0
[State 強]
type = VarSet
trigger1 = Parent,var(10) = 2
var(10) = 2
persistent = 0
[State 特大1]
type = VarSet
trigger1 = Parent,var(10) = 3
var(10) = 3
persistent = 0
[State 特大2]
type = VarSet
trigger1 = Parent,var(10) = 4
var(10) = 4
persistent = 0

;アニメ判別
[State 緑]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11) = 0
var(11) = 0
[State 黄緑]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11) = 1
var(11) = 1
[State 赤]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11) = 2
var(11) = 2
;[State 樹カナ]
;type = VarSet
;triggerall = time = 0
;trigger1 = Parent,var(11) = 14
;var(11) = 14

[State アニメ緑]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(11) = 0
value = 20520
[State アニメ黄緑]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(11) = 1
;trigger2 = var(11) =14
value = 20521
[State アニメ赤]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(11) = 2
value = 20522

;サイズ
[State 飛散楕円スパーク1大サイズX]
type = null
triggerall = time = 0
triggerall = IsHelper(20521)
trigger1 = var(10) = 0
trigger1 = fvar(1) := 0.6
trigger2 = var(10) = 1
trigger2 = fvar(1) := 0.6
trigger3 = var(10) = 2
trigger3 = fvar(1) := 0.7
trigger4 = var(10) = 3
trigger4 = fvar(1) := 0.7
trigger5 = var(10) = 4
trigger5 = fvar(1) := 0.8

[State 飛散楕円スパーク2大サイズX]
type = null
triggerall = time = 0
triggerall = IsHelper(20522)
trigger1 = var(10) = 0
trigger1 = fvar(1) := 0.5
trigger2 = var(10) = 1
trigger2 = fvar(1) := 0.5
trigger3 = var(10) = 2
trigger3 = fvar(1) := 0.6
trigger4 = var(10) = 3
trigger4 = fvar(1) := 0.7
trigger5 = var(10) = 4
trigger5 = fvar(1) := 0.8

[State 飛散楕円スパーク3中サイズX]
type = null
triggerall = time = 0
triggerall = IsHelper(20523)
trigger1 = var(10) = 0
trigger1 = fvar(1) := 0.4
trigger2 = var(10) = 1
trigger2 = fvar(1) := 0.5
trigger3 = var(10) = 2
trigger3 = fvar(1) := 0.5
trigger4 = var(10) = 3
trigger4 = fvar(1) := 0.5
trigger5 = var(10) = 4
trigger5 = fvar(1) := 0.5

[State 飛散楕円スパーク4・5小サイズX]
type = null
triggerall = time = 0
triggerall = IsHelper(20524) || IsHelper(20525)
trigger1 = var(10) = 0
trigger1 = fvar(1) := 0.4
trigger2 = var(10) = 1
trigger2 = fvar(1) := 0.4
trigger3 = var(10) = 2
trigger3 = fvar(1) := 0.5
trigger4 = var(10) = 3
trigger4 = fvar(1) := 0.5
trigger5 = var(10) = 4
trigger5 = fvar(1) := 0.5

[State 飛散楕円スパークサイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = fvar(1)-random%3*0.1

;[State シマツリ2用]
;type = VarSet
;triggerall = time = 0
;triggerall = parent,IsHelper(3603)
;trigger1 = fvar(2) < 0.5
;fvar(2) = 0.5

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

;角度
[State 角度シマツリ2用]
type = VarSet
trigger1 = parent,IsHelper(3603)
trigger1 = time = 0
var(2) = 75+random%170
[State 角度]
type = VarSet
trigger1 = !parent,IsHelper(3603)
trigger1 = time = 0
var(2) = 100+random%125

[State 反射角度]
type = VarSet
trigger1 = Pos Y > 0
var(2) = 360-var(2)
Persistent = 0

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

;XY進行方向
[State X];※θ*pi/180でdeg→radへ変換
type = VarSet
trigger1 = 1
fvar(5) = cos(var(2)*pi/180)
[State Y]
type = VarSet
trigger1 = 1
fvar(6) = sin(var(2)*pi/180)

;速度
[State 速度大]
type = null;
triggerall = time = 0
triggerall = IsHelper(20521) || IsHelper(20522)
trigger1 = var(10) = 0
trigger1 = fvar(7) := 10+random%50*0.1
trigger2 = var(10) = 1
trigger2 = fvar(7) := 11+random%50*0.1
trigger3 = var(10) = 2
trigger3 = fvar(7) := 12+random%50*0.1
trigger4 = var(10) = 3
trigger4 = fvar(7) := 13+random%50*0.1
trigger5 = var(10) = 4
trigger5 = fvar(7) := 15+random%50*0.1
[State 速度中]
type = null;
triggerall = time = 0
triggerall = IsHelper(20523)
trigger1 = var(10) = 0
trigger1 = fvar(7) := 7+random%50*0.1
trigger2 = var(10) = 1
trigger2 = fvar(7) := 8+random%50*0.1
trigger3 = var(10) = 2
trigger3 = fvar(7) := 9+random%50*0.1
trigger4 = var(10) = 3
trigger4 = fvar(7) := 10+random%50*0.1
trigger5 = var(10) = 4
trigger5 = fvar(7) := 12+random%50*0.1

[State 速度小]
type = null;
triggerall = time = 0
triggerall = IsHelper(20524) || IsHelper(20525)
trigger1 = var(10) = 0
trigger1 = fvar(7) := 5+random%50*0.1
trigger2 = var(10) = 1
trigger2 = fvar(7) := 6+random%50*0.1
trigger3 = var(10) = 2
trigger3 = fvar(7) := 7+random%50*0.1
trigger4 = var(10) = 3
trigger4 = fvar(7) := 8+random%50*0.1
trigger5 = var(10) = 4
trigger5 = fvar(7) := 8+random%50*0.1

[State 速度]
type = VelSet
trigger1 = 1
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 224

[State Sフェードアウト]
type = VarAdd
trigger1 = var(10) = 0 && time >= 11
trigger2 = var(10) = 1 && time >= 12
trigger3 = var(10) = 2 && time >= 14
trigger4 = var(10) = 3 && time >= 15
trigger5 = var(10) = 4 && time >= 15
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　3仕様打（通常攻撃+必殺技)スパークセット予定
;---------------------------------------------------------------------------
;[Statedef 20600]

;---------------------------------------------------------------------------
;helper　3仕様斬（通常攻撃+必殺技)スパークセット
;---------------------------------------------------------------------------
;var(2)	角度
;var(10)弱中強判別
;var(11)アニメ判別
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 20700]
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

;弱中強
[State 弱]
type = VarSet
trigger1 = IsHelper(200)	;5A
trigger2 = IsHelper(210)	;6A
trigger3 = IsHelper(400)	;2A
trigger4 = IsHelper(410)	;3A
trigger5 = IsHelper(600)	;j_A
trigger6 = IsHelper(610)	;j_6A
trigger7 = IsHelper(753)	;j_投げ1hit
var(10) = 0
[State 中]
type = VarSet
trigger1 = IsHelper(220)	;5B
trigger2 = IsHelper(230)	;3B
trigger3 = IsHelper(420)	;2B
trigger4 = IsHelper(620)	;j_B
trigger5 = IsHelper(754)	;j_投げ2hit
trigger6 = IsHelper(1311)	;Bテンザ1hit
trigger7 = IsHelper(1321)	;Cテンザ1hit
var(10) = 1
[State 強]
type = VarSet
trigger1 = IsHelper(240)	;5C
trigger2 = IsHelper(440)	;2C
trigger3 = IsHelper(640)	;j_5C
trigger4 = IsHelper(650)	;j_6C
trigger5 = IsHelper(723)	;レバー投げ
trigger6 = IsHelper(755)	;j_投げ3hit
trigger7 = IsHelper(1101)	;Aウルマ
trigger8 = IsHelper(1111)	;Bウルマ
trigger9 = IsHelper(1300)	;Aテンザ
trigger10= IsHelper(1312)	;Bテンザ 2hit
trigger11= IsHelper(1322)	;Cテンザ 2hit
trigger12= IsHelper(1431)	;Cハバキ（飛び道具）1
trigger13= IsHelper(1432)	;Cハバキ（飛び道具）2
trigger14= IsHelper(1441)	;Aハバキ（飛び道具）1
trigger15= IsHelper(1443)	;Bハバキ（飛び道具）1
trigger16= IsHelper(1420)	;Cハバキ（飛び道具）1
trigger17= IsHelper(1442)	;Aハバキ（飛び道具）2
trigger18= IsHelper(1444)	;Bハバキ（飛び道具）2
trigger19= IsHelper(1448)	;対飛び道具用AB斯封
trigger20= IsHelper(1449)	;対飛び道具用C斯封
trigger21= IsHelper(44200)	;樹　種蒔き
trigger22= IsHelper(44601)	;樹　花満開1
trigger23= IsHelper(44602)	;樹　花満開2
trigger24= IsHelper(44603)	;樹　花満開3
var(10) = 2
[State 特大1]
type = VarSet
trigger1 = IsHelper(1121)	;Cウルマ
trigger2 = IsHelper(1323)	;Cテンザ 3hit
trigger3 = IsHelper(2200)	;コダマ1 1hit
trigger4 = IsHelper(2201)	;コダマ2 2hit
trigger5 = IsHelper(2211)	;コダマ(飛び道具)
var(10) = 3
[State 特大2]
type = VarSet
trigger1 = IsHelper(3002)	;ムオン2
trigger2 = IsHelper(3101)	;ホロビ2
trigger3 = IsHelper(2001)	;カゲシキ
trigger4 = IsHelper(2100)	;セイザン
var(10) = 4
[State シマツリ3]
type = VarSet
trigger1 = IsHelper(3703)	;シマツリ3
trigger1 = time = 0
var(10) = 3;1+random%2;(0〜3)

;アニメ
[State 緑 通常]
type = VarSet
triggerall = time = 0
triggerall = root,var(48) = 0
trigger1  = IsHelper(200)	;5A
trigger2  = IsHelper(210)	;6A
trigger3  = IsHelper(220)	;5B
trigger4  = IsHelper(230)	;3B
trigger5  = IsHelper(240)	;5C
trigger6  = IsHelper(400)	;2A
trigger7  = IsHelper(410)	;3A
trigger8  = IsHelper(420)	;2B
trigger9  = IsHelper(440)	;2C
trigger10 = IsHelper(600)	;j_A
trigger11 = IsHelper(610)	;j_6A
trigger12 = IsHelper(620)	;j_B
trigger13 = IsHelper(640)	;j_C
trigger14 = IsHelper(650)	;j_6C
trigger15 = IsHelper(723)	;レバー投げ
trigger16 = IsHelper(753)	;j_投げ1hit
trigger17 = IsHelper(754)	;j_投げ2hit
trigger18 = IsHelper(755)	;j_投げ3hit
var(11) = 0
[State 緑 技]
type = VarSet
triggerall = time = 0
triggerall = root,var(48) = 0
trigger1 = IsHelper(1101)	;Aウルマ
trigger2 = IsHelper(1111)	;Bウルマ
trigger3 = IsHelper(1121)	;Cウルマ
trigger4 = IsHelper(1300)	;Aテンザ
trigger5 = IsHelper(1311)	;Bテンザ
trigger6 = IsHelper(1321)	;Cテンザ
trigger7 = IsHelper(1312)	;Bテンザ 2hit
trigger8 = IsHelper(1322)	;Cテンザ 2hit
trigger9 = IsHelper(1323)	;Cテンザ 3hit
trigger10= IsHelper(1431)	;Cハバキ（飛び道具）1
trigger11= IsHelper(1432)	;Cハバキ（飛び道具）2
trigger12= IsHelper(1441)	;Aハバキ（飛び道具）1
trigger13= IsHelper(1443)	;Bハバキ（飛び道具）1
trigger14= IsHelper(1420)	;Cハバキ（飛び道具）1
trigger15= IsHelper(1442)	;Aハバキ（飛び道具）2
trigger16= IsHelper(1444)	;Bハバキ（飛び道具）2
var(11) = 1
[State 赤]
type = VarSet
triggerall = time = 0
trigger1 = root,var(48) >= 1;通常攻撃各種
trigger2 = IsHelper(2001)	;カゲシキ
trigger3 = IsHelper(2100)	;セイザン
trigger4 = IsHelper(2200)	;コダマ1 1hit
trigger5 = IsHelper(2201)	;コダマ2 2hit
trigger6 = IsHelper(2211)	;コダマ(飛び道具)
trigger7 = IsHelper(3002)	;ムオン2
trigger8 = IsHelper(3101)	;ホロビ2
trigger9 = IsHelper(3703)	;シマツリ3
var(11) = 2
[State 緑 技]
type = VarSet
triggerall = time = 0
triggerall = root,var(48) = 0
trigger1= IsHelper(1448)	;対飛び道具用AB斯封
trigger2= IsHelper(1449)	;対飛び道具用C斯封
var(11) = 1
[State 赤]
type = VarSet
triggerall = time = 0
triggerall = root,var(48) >= 1
trigger1 = IsHelper(1448)	;対飛び道具用AB斯封
trigger2 = IsHelper(1449)	;対飛び道具用C斯封
var(11) = 2

[State アルカナ技]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(44200)	;樹　種蒔き
trigger2 = IsHelper(44601)	;樹　花満開1
trigger3 = IsHelper(44602)	;樹　花満開2
trigger4 = IsHelper(44603)	;樹　花満開3
var(11) = 14

[State アニメ緑]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 0
trigger2 = var(11) = 1
trigger3 = var(11) = 14
value = 20700
[State アニメ赤]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 2
value = 20701

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = ifelse(var(10)=0,0.5,ifelse(var(10)=1,0.75,ifelse(var(10)=2,1.0,ifelse(var(10)=3,1.2,1.3))))
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = ifelse(var(10)=0,0.5,ifelse(var(10)=1,0.75,ifelse(var(10)=2,1.0,ifelse(var(10)=3,1.3,1.5))))

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 2
fvar(1) = ifelse(var(10)=0,0.02,ifelse(var(10)=1,0.03,ifelse(var(10)=2,0.04,ifelse(var(10)=3,0.06,0.06))))
[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 3
fvar(2) = ifelse(var(10)=0,-0.04,ifelse(var(10)=1,-0.06,ifelse(var(10)=2,-0.08,ifelse(var(10)=3,-0.10,-0.12))))

[State サイズY限界]
type = VarAdd
trigger1 = fvar(2) < 0.13
fvar(2) = 0.05
Persistent = 0

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

;角度
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1323)	;Cテンザ 3hit
trigger2 = IsHelper(3101)	;ホロビ2
var(2) = -90
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1312)	;Bテンザ 2hits
trigger2 = IsHelper(1322)	;Cテンザ 2hits
trigger3 = IsHelper(1431)	;Cハバキ（飛び道具）2
trigger4 = IsHelper(1442)	;Aハバキ（飛び道具）2
trigger5 = IsHelper(1444)	;Bハバキ（飛び道具）2
trigger6 = IsHelper(1448)	;対飛び道具用AB斯封
var(2) = -67
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(1300)	;Aテンザ
trigger2 = IsHelper(1311)	;Bテンザ
trigger3 = IsHelper(1321)	;Cテンザ
trigger4 = IsHelper(2100)	;セイザン
var(2) = -45
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(420)	;2B
trigger2 = IsHelper(640)	;j_5C
trigger3 = IsHelper(650)	;j_6C
trigger4 = IsHelper(754)	;j_投げ2hit
trigger5 = IsHelper(2201)	;コダマ2
var(2) = -40
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(220)	;B
trigger2 = IsHelper(440)	;2C
var(2) = -25
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = var(10) = 0
trigger2 = IsHelper(723)	;レバー投げ
trigger3 = IsHelper(1101)	;Aウルマ
trigger4 = IsHelper(1111)	;Bウルマ
trigger5 = IsHelper(1121)	;Cウルマ
trigger6 = IsHelper(1432)	;Cハバキ（飛び道具）2
trigger7 = IsHelper(2001)	;カゲシキ
trigger8 = IsHelper(2206)	;コダマ(攻撃判定発生)
trigger9 = IsHelper(3002)	;ムオン2
var(2) = 0
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(620)	;j_5B
var(2) = 25
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(240)	;C
trigger2 = IsHelper(1420)	;Cハバキ（飛び道具）1
trigger3 = IsHelper(1441)	;Aハバキ（飛び道具）1
trigger4 = IsHelper(1443)	;Bハバキ（飛び道具）1
trigger5 = IsHelper(1449)	;;対飛び道具用C斯封
trigger6 = IsHelper(2200)	;コダマ1
trigger7 = IsHelper(44601)	;樹　花満開1
var(2) = 50
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(230)	;3B
trigger2 = IsHelper(755)	;j_投げ3hit
trigger3 = IsHelper(44200)	;樹　種蒔き
trigger4 = IsHelper(44602)	;樹　花満開2
var(2) = 90

[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(44603)	;樹　花満開3
var(2) = 140

[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = IsHelper(3703)	;3シマツリ
var(2) = 10+random%60

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

;ヘルパー------------------------

[State 後ろライン]
Type = Helper
Triggerall = time = 0
trigger1 = var(11) = 0
trigger2 = var(11) = 1
trigger3 = var(11) = 2
StateNo 		= 20710
ID 				= 20710
name 			= "Bline"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 放射状光]
Type = Helper
Triggerall = time = 0
trigger1 = var(11) = 0
trigger2 = var(11) = 1
trigger3 = var(11) = 2
StateNo 		= 20720
ID 				= 20720
name 			= "radial"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 楕円軌道光ライン1]
Type = Helper
Triggerall = time = 0
trigger1 = var(11) = 0
trigger2 = var(11) = 1
trigger3 = var(11) = 2
StateNo 		= 20730
ID 				= 20731
name 			= "eo1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 楕円軌道光ライン2]
Type = Helper
Triggerall = time = 0
trigger1 = var(11) = 0
trigger2 = var(11) = 1
trigger3 = var(11) = 2
StateNo 		= 20730
ID 				= 20732
name 			= "eo2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 中心で交差する光角度用]
type = VarSet
trigger1 = time = 0
var(20) = 1+random%360
persistent = 0

[State 中心で交差する光1]
Type = Helper
Trigger1 = time = 0
StateNo 		= 20740
ID 				= 20741
name 			= "C1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 中心で交差する光2]
Type = Helper
Trigger1 = time = 0
StateNo 		= 20740
ID 				= 20742
name 			= "C2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 中心で交差する光3]
Type = Helper
Trigger1 = time = 0
StateNo 		= 20740
ID 				= 20743
name 			= "C3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散スパーク1]
Type = Helper
TriggerAll = !IsHelper(3703);シマツリ3
TriggerAll = time = 2
Trigger1 = var(11) = 1
Trigger2 = var(11) = 2
StateNo 		= 20750
ID 				= 20750
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散スパーク2]
Type = Helper
TriggerAll = !IsHelper(3703);シマツリ3
TriggerAll = time = 3
Trigger1 = var(11) = 1
Trigger2 = var(11) = 2
StateNo 		= 20750
ID 				= 20750
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散スパーク3]
Type = Helper
TriggerAll = !IsHelper(3703);シマツリ3
TriggerAll = time = 4
Trigger1 = var(11) = 1
Trigger2 = var(11) = 2
StateNo 		= 20750
ID 				= 20750
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散スパーク4]
Type = Helper
TriggerAll = !IsHelper(3703);シマツリ3
TriggerAll = time = 5
Trigger1 = var(11) = 1
Trigger2 = var(11) = 2
StateNo 		= 20750
ID 				= 20750
name 			= "Hit_Spark"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 樹カナ用葉エフェクト1]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20841
name 			= "ha1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト2]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20842
name 			= "ha2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト3]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20843
name 			= "ha3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト4]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20844
name 			= "ha4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト5]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20845
name 			= "ha5"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト6]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20846
name 			= "ha6"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト7]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20847
name 			= "ha7"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 樹カナ用葉エフェクト8]
Type = Helper
triggerall = time = 0
trigger1  = var(11) = 14
StateNo 		= 20840
ID 				= 20848
name 			= "ha8"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヘルパー------------------------

;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
trigger1 = fvar(2) <= 0.05

;---------------------------------------------------------------------------
;helper　3仕様斬　後ろライン
;---------------------------------------------------------------------------
;var(2)	角度
;var(10)弱中強判別
;var(11)アニメ判別
;fvar(1)サイズX
;fvar(2)サイズY

[statedef 20710]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
trigger1 = Parent,var(10) = 0
var(10) = 0
[State 中]
type = VarSet
trigger1 = Parent,var(10) = 1
var(10) = 1
[State 強]
type = VarSet
trigger1 = Parent,var(10) = 2
var(10) = 2
[State 特大1]
type = VarSet
trigger1 = Parent,var(10) = 3
var(10) = 3
[State 特大2]
type = VarSet
trigger1 = Parent,var(10) = 4
var(10) = 4

;アニメ判別
[State 緑]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11)=0
trigger2 = Parent,var(11)=1
trigger3 = Parent,var(11)=14
var(11) = 0
[State 赤]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11)=2
var(11) = 2

[State アニメ緑]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 0
;trigger2 = var(11) = 1
;trigger3 = var(11) = 14
value = 20710
[State アニメ赤]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 2
value = 20711

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = ifelse(var(10)=0,0.7,ifelse(var(10)=1,0.9,ifelse(var(10)=2,1.2,ifelse(var(10)=3,1.2,1.4))))
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = ifelse(var(10)=0,0.5,ifelse(var(10)=1,0.75,ifelse(var(10)=2,0.8,ifelse(var(10)=3,1.0,1.2))))

;時間経過サイズ
[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 3
fvar(2) = ifelse(var(10)=0,-0.04,ifelse(var(10)=1,-0.06,ifelse(var(10)=2,-0.08,ifelse(var(10)=3,-0.10,-0.12))))

[State サイズY限界]
type = VarSet
trigger1 = fvar(2) < 0.13
fvar(2) = 0.05

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

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

;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) <= 0.05

;---------------------------------------------------------------------------
;helper　3仕様斬　放射状光
;---------------------------------------------------------------------------
;var(2)	角度
;var(10)弱中強判別
;var(11)アニメ判別
;fvar(0)サイズXY

[statedef 20720]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
trigger1 = Parent,var(10) = 0
var(10) = 0
[State 中]
type = VarSet
trigger1 = Parent,var(10) = 1
var(10) = 1
[State 強]
type = VarSet
trigger1 = Parent,var(10) = 2
var(10) = 2
[State 特大1]
type = VarSet
trigger1 = Parent,var(10) = 3
var(10) = 3
[State 特大2]
type = VarSet
trigger1 = Parent,var(10) = 4
var(10) = 4

;アニメ判別
[State 緑]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11)=0
trigger2 = Parent,var(11)=1
trigger3 = Parent,var(11)=14
var(11) = 0
[State 赤]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11)=2
var(11) = 2

[State アニメ緑]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 0
;trigger2 = var(11) = 1
;trigger3 = var(11) = 14
value = 20720
[State アニメ赤]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 2
value = 20721

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(0) = ifelse(var(10)=0,0.5,ifelse(var(10)=1,0.6,ifelse(var(10)=2,0.7,ifelse(var(10)=3,0.8,1.0))))

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

;角度
[State 角度1]
type = VarSet
trigger1 = time = 0
var(2) =random%4*90

[State 角度]
type = AngleSet
trigger1 = time = 0
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 = time >= 1
var(0) = -30

[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　3仕様斬　楕円軌道光ライン
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(10)弱中強判別
;var(11)アニメ判別
;fvar(1)サイズX
;fvar(2)サイズY

[statedef 20730]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
trigger1 = Parent,var(10) = 0
var(10) = 0
[State 中]
type = VarSet
trigger1 = Parent,var(10) = 1
var(10) = 1
[State 強]
type = VarSet
trigger1 = Parent,var(10) = 2
var(10) = 2
[State 特大1]
type = VarSet
trigger1 = Parent,var(10) = 3
var(10) = 3
[State 特大2]
type = VarSet
trigger1 = Parent,var(10) = 4
var(10) = 4

;アニメ判別
[State 緑]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11)=0
trigger2 = Parent,var(11)=1
trigger3 = Parent,var(11)=14
var(11) = 0
[State 赤]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11)=2
var(11) = 2

[State アニメ緑]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 0
;trigger2 = var(11) = 1
;trigger3 = var(11) =14
value = 20730
elem = 1+random%19
[State アニメ赤]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 2
value = 20731
elem = 1+random%19

;サイズ
[State サイズX]
type = null
triggerall = time = 0
trigger1 = var(10) = 0
trigger1 = fvar(1) := 0.5-(random%2)*0.1
trigger2 = var(10) = 1
trigger2 = fvar(1) := 0.7-(random%3)*0.1
trigger3 = var(10) = 2
trigger3 = fvar(1) := 0.9-(random%4)*0.1
trigger4 = var(10) = 3
trigger4 = fvar(1) := 1.0-(random%6)*0.1
trigger5 = var(10) = 4
trigger5 = fvar(1) := 1.0-(random%5)*0.1

[State サイズY]
type = null
triggerall = time = 0
trigger1 = var(10) = 0
trigger1 = fvar(2) := 0.5-(random%2)*0.1
trigger2 = var(10) = 1
trigger2 = fvar(2) := 0.7-(random%3)*0.1
trigger3 = var(10) = 2
trigger3 = fvar(2) := 0.9-(random%4)*0.1
trigger4 = var(10) = 3
trigger4 = fvar(2) := 1.0-(random%6)*0.1
trigger5 = var(10) = 4
trigger5 = fvar(2) := 1.0-(random%5)*0.1

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

;角度
[State 角度1]
type = VarSet
trigger1 = time = 0
var(2) = random%360

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

;ポス
[State ポス]
type = PosSet
trigger1 = time = 0
x = parent,pos X+random%20-10
y = parent,pos Y+random%20-10

;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) = -36

[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　3仕様斬　中心で交差する光　3個
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(7)	ポスXY
;var(10)弱中強判別
;var(11)アニメ判別
;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 20740]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

;弱中強
[State 弱]
type = VarSet
trigger1 = Parent,var(10) = 0
var(10) = 0
[State 中]
type = VarSet
trigger1 = Parent,var(10) = 1
var(10) = 1
[State 強]
type = VarSet
trigger1 = Parent,var(10) = 2
var(10) = 2
[State 特大1]
type = VarSet
trigger1 = Parent,var(10) = 3
var(10) = 3
[State 特大2]
type = VarSet
trigger1 = Parent,var(10) = 4
var(10) = 4

;アニメ判別
[State 緑]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11)=0
trigger2 = Parent,var(11)=1
trigger3 = Parent,var(11)=14
var(11) = 0
[State 赤]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11)=2
var(11) = 2

[State アニメ緑]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 0
;trigger2 = var(11) = 1
;trigger3 = var(11) = 14
value = 20740
[State アニメ赤]
type = ChangeAnim
triggerall = time = 0
trigger1 = var(11) = 2
value = 20741

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = ifelse(var(10)=0,0.5,ifelse(var(10)=1,0.75,ifelse(var(10)=2,1.0,ifelse(var(10)=3,1.0,1.2))))
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = ifelse(var(10)=0,0.4,ifelse(var(10)=1,0.7,ifelse(var(10)=2,1.0,ifelse(var(10)=3,1.0,1.2))))

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

;角度
[State 角度1]
type = null
triggerall = time = 0
trigger1 = IsHelper(20741)
trigger1 = var(2) := parent,var(20)
trigger2 = IsHelper(20742)
trigger2 = var(2) := parent,var(20)+120
trigger3 = IsHelper(20743)
trigger3 = var(2) := parent,var(20)+240

[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)

;ポス
[State ポスXY]
type = VarSet
trigger1 = time = 0
var(7) = ifelse(var(10)=0,40,ifelse(var(10)=1,50,ifelse(var(10)=2,65,ifelse(var(10)=3,80,95))))

[State ポス]
type = PosSet
trigger1 = time = 0
x = parent,pos X+fvar(5)*var(7)*(-1)*root,facing
y = parent,pos Y+fvar(6)*var(7)

;速度
[State 速度1]
type = VarSet
trigger1 = time = 0
fvar(7) = ifelse(var(10)=0,3,ifelse(var(10)=1,4,ifelse(var(10)=2,5,ifelse(var(10)=3,6,7))))

[State 速度]
type = VelSet
trigger1 = time >= 1
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 7
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　3仕様斬　飛散スパーク(必殺技専用)
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(11)アニメ判別
;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 20750]
type = A
ctrl = 0
movetype = I
sprpriority = 2

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

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

;アニメ判別
;[State 緑]
;type = VarSet
;triggerall = time = 0
;trigger1 = Parent,var(11) = 0
;var(11) = 0
[State 黄緑]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11) = 1
var(11) = 1
[State 赤]
type = VarSet
triggerall = time = 0
trigger1 = Parent,var(11) = 2
var(11) = 2

;[State アニメ緑];未使用
;type = ChangeAnim
;triggerall = Time = 0
;trigger1 = var(11) = 0
;value = 20750
[State アニメ黄緑]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(11) = 1
value = 20751
[State アニメ赤]
type = ChangeAnim
triggerall = Time = 0
trigger1 = var(11) = 2
value = 20752

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 1.0
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = 1.0

[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) = 135+random%70

[State 反射角度]
type = VarSet
trigger1 = Pos Y > 0
var(2) = 360-var(2)
Persistent = 0

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

;XY方向
[State X];※θ*pi/180でdeg→radへ変換
type = VarSet
trigger1 = 1
fvar(5) = cos(var(2)*pi/180)
[State Y]
type = VarSet
trigger1 = 1
fvar(6) = sin(var(2)*pi/180)

;速度
[State 速度1]
type = VarSet
trigger1 = time = 0
fvar(7) = 10+random%50*0.1

[State 速度]
type = VelSet
trigger1 = 1
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 8
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時カナ用　円エフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	進行方向
;var(8)	回転方向
;fvar(0)サイズXY
;fvar(5)X速度（方向決定）
;fvar(6)Y速度（方向決定）
;fvar(7)速度
;fvar(21)イクスプロッド　進行方向
;fvar(22)イクスプロッド　X速度（方向決定）
;fvar(23)イクスプロッド　Y速度（方向決定）
;fvar(24)イクスプロッド　速度

[statedef 20830]
type = A
movetype = I
sprpriority = 3
anim = 43090

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

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

;サイズ
[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 0.5
IgnoreHitPause = 1
Persistent = 0
[State サイズ]
type = VarAdd
trigger1 = time >= 1
fvar(0) = -0.0227
IgnoreHitPause = 1

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

[State 角度]
type = AngleSet
trigger1 = Time = 0
value = random%360
IgnoreHitPause = 1
Persistent = 0
[State 回転方向]
type = VarSet
trigger1 = time = 0
var(8) = ifelse(random%2=0,1,-1)
IgnoreHitPause = 1
Persistent = 0
[State 回転]
type = AngleAdd
trigger1 = Time >= 1
value = 8*var(8)

[State 進行方向]
type = null
triggerall = Time = 0
trigger1 = IsHelper(20831) && var(2) := random%60+1
trigger2 = IsHelper(20832) && var(2) := random%60+60
trigger3 = IsHelper(20833) && var(2) := random%60+120
trigger4 = IsHelper(20834) && var(2) := random%60+180
trigger5 = IsHelper(20835) && var(2) := random%60+240
trigger6 = IsHelper(20836) && var(2) := random%60+300

;XY進行方向
[State X];※θ*pi/180でdeg→radへ変換
type = VarSet
trigger1 = 1
fvar(5) = cos(var(2)*pi/180)
[State Y]
type = VarSet
trigger1 = 1
fvar(6) = sin(var(2)*pi/180)

;速度
[State 初速]
type = VarSet
trigger1 = time = 0
fvar(7) = 3+random%30*0.1
IgnoreHitPause = 1
Persistent = 0
[State 減速]
type = VarAdd
trigger1 = time >= 5
trigger1 = fvar(7) > 0.1
fvar(7) = -0.25
IgnoreHitPause = 1
[State 減速]
type = VarSet
trigger1 = fvar(7) < 0.1
fvar(7) = 0.1
IgnoreHitPause = 1

[State 速度]
type = VelSet
trigger1 = 1
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

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

[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 13
var(0) = -16

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

;イクスプロッド-----------
[State 進行方向]
type = null
triggerall = Time = 0
trigger1 = IsHelper(20831) && fvar(21) := random%60+1
trigger2 = IsHelper(20832) && fvar(21) := random%60+60
trigger3 = IsHelper(20833) && fvar(21) := random%60+120
trigger4 = IsHelper(20834) && fvar(21) := random%60+180
trigger5 = IsHelper(20835) && fvar(21) := random%60+240
trigger6 = IsHelper(20836) && fvar(21) := random%60+300
;XY進行方向
[State X]
type = VarSet
trigger1 = Time = 0
fvar(22) = cos(fvar(21)*pi/180)
[State Y]
type = VarSet
trigger1 = Time = 0
fvar(23) = sin(fvar(21)*pi/180)
;速度
[State 初速]
type = VarSet
trigger1 = time = 0
fvar(24) = 2+random%30*0.1
IgnoreHitPause = 1
Persistent = 0

[State きらきらエフェクト]
type = Explod
trigger1 = time = 0
Anim 			= 43091+random%6
PosType 		= P1
Vel 			= fvar(22)*fvar(24),-fvar(23)*fvar(24)
Accel 			= -fvar(22)*0.05, fvar(23)*0.05
facing 			= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
SprPriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
;イクスプロッド-----------

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger2 = fvar(0) <= 0
trigger3 = time > 22

;---------------------------------------------------------------------------
;helper　樹カナ用　葉エフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	角度
;var(10)弱中強判別
;var(11)アニメ判別
;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 20840]
type = A
ctrl = 0
movetype = I
sprpriority = 3
anim = 44050+random%40
[State 影無し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

;[State 技判別]
;type = VarSet
;trigger1 = root,StateNo = 44801;禁断の実と花
;var(10) = 1

;サイズ
[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0 +random%20*0.01
IgnoreHitPause = 1
Persistent = 0
[State サイズ]
type = VarAdd
trigger1 = time >= 10
trigger1 = fvar(0) > 0.08
fvar(0) = -0.05

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

[State 角度]
type = AngleSet
trigger1 = Time = 0
value = random%360
IgnoreHitPause = 1
Persistent = 0
[State 回転方向]
type = VarSet
trigger1 = time = 0
var(8) = ifelse(random%2=0,1,-1)
IgnoreHitPause = 1
Persistent = 0
[State 回転]
type = AngleAdd
trigger1 = Time >= 1
value = 10*var(8)


;[State 進行方向]
;type = VarSet
;trigger1 = Time = 0
;var(2) = random%360

[State 進行方向]
type = null
triggerall = Time = 0
trigger1 = IsHelper(20841) && var(2) := random%45+1
trigger2 = IsHelper(20842) && var(2) := random%45+45
trigger3 = IsHelper(20843) && var(2) := random%45+90
trigger4 = IsHelper(20844) && var(2) := random%45+135
trigger5 = IsHelper(20845) && var(2) := random%45+180
trigger6 = IsHelper(20846) && var(2) := random%45+225
trigger7 = IsHelper(20847) && var(2) := random%45+270
trigger8 = IsHelper(20848) && var(2) := random%45+315

;XY進行方向
[State X];※θ*pi/180でdeg→radへ変換
type = VarSet
trigger1 = 1
fvar(5) = cos(var(2)*pi/180)
[State Y]
type = VarSet
trigger1 = 1
fvar(6) = sin(var(2)*pi/180)

;速度
[State 初速]
type = VarSet
trigger1 = time = 0
fvar(7) = 0.5+random%45*0.1
IgnoreHitPause = 1
Persistent = 0
;[State 減速]
;type = null;VarAdd
;trigger1 = time >= 10
;;trigger1 = fvar(7) > 0.1
;fvar(7) = -0.2
;IgnoreHitPause = 1
;[State 減速]
;type = null;VarSet
;trigger1 = fvar(7) < 0.1
;fvar(7) = 0.1
;IgnoreHitPause = 1

[State 速度]
type = VelSet
trigger1 = 1
x = fvar(5)*fvar(7)
y = fvar(6)*fvar(7)*(-1)

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

[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 13
var(0) = -32

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

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

;---------------------------------------------------------------------------
;helper空中アルカナ技　足元エフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(4)消滅フラグ チェンジアニメ用

[statedef 20900]
type = A
ctrl = 0
movetype = I
anim = 20900
sprpriority = 0

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

[State ポス]
type = PosSet
trigger1 = anim = 20900
x = floor(root,Pos X)+5*root,facing
y = floor(root,Pos Y)-5
IgnoreHitPause = 1
Persistent = 1

[State サイズ]
type = AngleDraw
trigger1 = 1
scale = 1,1
[State 角度]
type = AngleSet
trigger1 = 1
value = 0

;消滅フラグ
[State 愛]
type = VarSet
trigger1 = IsHelper(41101)	;愛　ロズスフェラ(空中版)
trigger1 = root,animelem = 8
trigger2 = IsHelper(41201)	;愛　ロズトクソ(空中版)
trigger2 = root,animelem = 10
trigger3 = IsHelper(41301)	;愛　ロズキクロス(空中版)
trigger3 = root,anim = 41303 || root,anim = 41308
IgnoreHitPause = 1
Persistent = 0
var(4) = 1
[State 雷]
type = VarSet
trigger1 = IsHelper(42101)	;雷　スカルトエルム(空中版)
trigger1 = root,animelem = 9
trigger2 = IsHelper(42201)	;雷　クリィーオフ(空中版)
trigger2 = root,animelem = 10
var(4) = 1
IgnoreHitPause = 1
Persistent = 0
[State 時]
type = VarSet
trigger1 = IsHelper(43101)	;時　離縛の意(空中版)
trigger1 = root,animelem = 7
var(4) = 1
IgnoreHitPause = 1
Persistent = 0
[State 樹]
type = VarSet
trigger1 = IsHelper(44101)	;樹　蔦(空中版)
trigger1 = root,animelem = 12
trigger2 = IsHelper(44201)	;樹　種蒔き(空中版)
trigger2 = root,animelem = 7
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State 風]
type = VarSet
trigger1 = IsHelper(46101)	;風　シキリス(空中版)
trigger1 = root,animelem = 8
trigger2 = IsHelper(46201)	;風　ヴェルテクス (空中版)
trigger2 = root,animelem = 9;14
var(4) = 1
IgnoreHitPause = 1
Persistent = 0

[State ダメージその他]
type = VarSet
trigger1 = root,stateno != [1000,1599]
trigger1 = root,stateno != [40000,49999]
var(4) = 1

[State 消えアニメへ]
type = ChangeAnim
trigger1 = var(4) = 1
value = 20901
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 = Anim = 20901
trigger1 = AnimElemTime(3) >= 2
var(0) = -64

[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地上付近受身エフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(1)サイズX
;fvar(2)サイズY

[statedef 20915]
type = A
ctrl = 0
movetype = I
anim = 20915
sprpriority = 3

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

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 0.7
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = 0.7
[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 14
fvar(1) = 0.05

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(1),fvar(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 = time >= 17
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 空中受身エフェクトセット
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(0)サイズXY

[statedef 20916]
type = A
ctrl = 0
movetype = I
anim = 20916
sprpriority = 3

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

[State se受身]
type = PlaySnd
Trigger1 = Time = 0
value = s6,3
channel = 3

;サイズ
[State サイズXY]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0
[State 時間経過サイズXY]
type = VarAdd
trigger1 = time >= 12
fvar(0) = 0.07

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

;角度
[State 回転]
type = VarAdd
trigger1 = animelemtime(2) <= 1
var(2) = 30

[State 角度]
type = AngleSet
trigger1 = 1
value = 0;var(2)
;トランス　デス

;ヘルパー-------------------------
;[State オプション]
;Type = null;Helper
;Trigger1 = time = 4
;StateNo 		= 20917
;ID 				= 20917
;name 			= "ring"
;PosType 		= P1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0
;ヘルパー-------------------------

[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 >= 14
trigger1 = var(0) > 0
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 >= 60

;---------------------------------------------------------------------------
;helper 空中受身エフェクトオプション
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(0)サイズXY

[statedef 20917]
type = A
ctrl = 0
movetype = I
anim = 20917
sprpriority = 3

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

[State ポスXY]
type = PosSet
trigger1 = time = 0
x = parent,pos x -5+random%10
y = parent,pos y -5+random%10

;サイズ
[State サイズXY]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.3
[State 時間経過サイズXY]
type = VarAdd
trigger1 = time >= 8
fvar(0) = -0.01

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

[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)
;トランス　デス

[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 128
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 12
trigger1 = var(0) > 0
var(0) = -13

[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 吹き飛ばし受身（相手に表示）
;---------------------------------------------------------------------------
;var(35)タイム代用
;var(39)相手判別
;fvar(0)サイズ

[statedef 20918]
type = A
ctrl = 0
movetype = I
;anim = 9999
anim = 12000
sprpriority = 3

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

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

[State ポス]
type = PosSet
trigger1 = time = 0
x = EnemyNear, Pos X
y = EnemyNear, Pos Y + EnemyNear,floor(const(size.mid.pos.y))


;================================相手判別
;空中受身エフェクト・サウンドエフェクトの重複回避用

[State 相手判別　同キャラ];絵有　音有
type = VarSet
Triggerall = Time = 0
triggerall = EnemyNear,AuthorName = "85midori"
trigger1 =EnemyNear,Name = "kamui_Tokinomiya"
var(39) = 1
persistent = 0

[State 相手判別　Ina氏アルカナキャラ];絵無　音有
type = VarSet
Triggerall = Time = 0
Triggerall = EnemyNear,AuthorName = "Ina"
Trigger1 = EnemyNear,Name = "Heart_Aino"
trigger2 = EnemyNear,Name = "Saki_Tsuzura"
trigger3 = EnemyNear,Name = "Kamui_Tokinomiya"
trigger4 = EnemyNear,Name = "Lilica_Felchenerow"
trigger5 = EnemyNear,Name = "Meifang"
trigger6 = EnemyNear,Name = "Petra_Johanna_Lagerkvist"
trigger7 = EnemyNear,Name = "Zenia_Valov"
trigger8 = EnemyNear,Name = "Elsa_La_Conti"
trigger9 = EnemyNear,Name = "Clarice_Di_Lanza"
var(39) = 2
persistent = 0

[State 相手判別　Drowin氏アルカナキャラ];絵有　音有
type = VarSet
Triggerall = Time = 0
triggerall = EnemyNear,AuthorName = "Drowin arcana"
trigger1 = EnemyNear,Name = "Saki"
trigger2 = EnemyNear,Name = "Fiona"
trigger3 = EnemyNear,Name = "Kamui"
var(39) = 3
persistent = 0

[State 相手判別　Ahuron氏アルカナキャラ];絵有　音無
type = VarSet
Triggerall = Time = 0
Triggerall = EnemyNear,AuthorName = "Ahuron"
Trigger1 = EnemyNear,Name = "Konoha"
Trigger2 = EnemyNear,Name = "Lieselotte"
Trigger3 = EnemyNear,Name = "Maori"
Trigger4 = EnemyNear,Name = "Akane Inuwaka"
Trigger5 = EnemyNear,Name = "Clarice Di Lanza"
var(39) = 4
persistent = 0

[State 相手判別　or2=3氏アルカナキャラ];絵有　音有
type = VarSet
Triggerall = Time = 0
Triggerall = EnemyNear,AuthorName = "or2=3"
Trigger1 = EnemyNear,Name = "Angelia Avallone"
var(39) = 5
persistent = 0

[State アニメ　NHK氏アルカナキャラ];絵有　音無
type = VarSet
Triggerall = Time = 0
Triggerall = EnemyNear,AuthorName = "NHK"
Trigger1 = EnemyNear,Name = "Kira"
var(39) = 6
persistent = 0

[State 相手判別　barai氏アルカナキャラ];絵有　音有
type = VarSet
Triggerall = Time = 0
Triggerall = EnemyNear,AuthorName = "barai"
Trigger1 = EnemyNear,Name = "Elsa"
;Trigger2 = EnemyNear,Name = "obachan"
var(39) = 7
persistent = 0

[State 相手判別　huton氏アルカナキャラ];絵無　音有
type = VarSet
Triggerall = Time = 0
Triggerall = EnemyNear,AuthorName ="huton"
Trigger1 = EnemyNear,Name="Nazuna_Inuwaka"
var(39) = 8
persistent = 0

[State 相手判別　incurable氏アルカナキャラ1];絵無　音有
type = VarSet
Triggerall = Time = 0
Triggerall = EnemyNear,AuthorName ="incurable"
Trigger1 = EnemyNear,Name="A.V.A"
var(39) = 9
persistent = 0

[State 相手判別　incurable氏アルカナキャラ2];絵有　音有
type = VarSet
Triggerall = Time = 0
Triggerall = EnemyNear,AuthorName ="incurable"
Trigger1 = EnemyNear,Name = "まおりん"
Trigger2 = EnemyNear,Name = "くりすたらー"
var(39) = 10
persistent = 0

[State 相手判別　Ahuron氏北キャラ一部];絵有　音無
type = VarSet
Triggerall = Time = 0
Triggerall = EnemyNear,AuthorName = "Ahuron"
Trigger1 = EnemyNear,Name = "JAGI"
Trigger2 = EnemyNear,Name = "Heart&Heart"
var(39) = 100
persistent = 0


;================================相手判別

;================================ポス

[State ポスY]
type = null
triggerall = time = 0
trigger1 = var(39) = 1   && var(6) := -1
trigger2 = var(39) = 2   && var(6) := 10
trigger3 = var(39) = 3   && var(6) := 10
trigger4 = var(39) = 4   && var(6) := 5
trigger5 = var(39) = 5   && var(6) := 10
trigger6 = var(39) = 6   && var(6) := 20
trigger7 = var(39) = 7   && var(6) := 20
trigger8 = var(39) = 8   && var(6) := 20
trigger9 = var(39) = 9   && var(6) := -10
trigger10= var(39) = 10  && var(6) := -10
trigger11= var(39) = 100 && var(6) := -10

[State ポスY]
type = VarSet
trigger1 = time = 0
trigger1 = var(39) = 0
var(6) = 0

[State ポス]
type = PosSet
trigger1 = EnemyNear,StateNo = 293
trigger2 = EnemyNear,StateNo = 294
trigger3 = EnemyNear,StateNo = 295
x = EnemyNear, Pos X
y = EnemyNear, Pos Y + EnemyNear,floor(const(size.mid.pos.y))+var(6)
;================================ポス


[State アニメ]
type = ChangeAnim
trigger1 = EnemyNear,StateNo = 295;ガードよろけ回復
trigger2 = EnemyNear,StateNo = 297;壁受身

trigger3 = var(39) = 0 || var(39) = 2 || var(39) = 8 || var(39) = 9
trigger3 = EnemyNear,PrevStateNo = 293
trigger3 = EnemyNear,StateNo = 5210;空中受身
value = 20916
IgnoreHitPause = 1
persistent = 0


[State se受身]
type = PlaySnd
trigger1 = EnemyNear,StateNo = 295;ガードよろけ回復
trigger2 = EnemyNear,StateNo = 297;壁受身

trigger3 = var(39) = 0 || var(39) = 4 || var(39) = 6 || var(39) = 100
trigger3 = EnemyNear,PrevStateNo = 293
trigger3 = EnemyNear,StateNo = 5210;空中受身
value = s6,3
channel = 10
IgnoreHitPause = 1
persistent = 0

[State seよろけ回復]
type = PlaySnd
trigger1 = EnemyNear,StateNo = 295
value = s0,4
IgnoreHitPause = 1
persistent = 0


[State タイム代用]
type = VarAdd
trigger1 = var(35)
var(35) = 1
[State タイム代用]
type = VarSet
trigger1 = Anim = 20916
trigger2 = Enemy,MoveType != H
trigger3 = EnemyNear,MoveType != H
trigger4 = EnemyNear,StateNo = 298
trigger5 = roundstate != 2
;trigger6 = EnemyNear,StateNo = 294
var(35) = 1
persistent = 0

;サイズ
[State サイズXY]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0

[State 時間経過サイズXY]
type = VarAdd
trigger1 = var(35) >= 12
fvar(0) = 0.07

[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 = var(35) >= 14
trigger1 = var(0) > 0
var(0) = -26

[State トランス]
type = Trans
trigger1 = Anim = 20916
trans = addalpha
alpha = var(0),256

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

;---------------------------------------------------------------------------
;helper 相殺エフェクトセット
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(23)相殺サブエフェクト角度用
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B
;fvar(0)サイズXY

[statedef 20930]
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

[State seカーン];単発型
type = PlaySnd
trigger1 = IsHelper(100)
trigger2 = IsHelper(290)
trigger3 = IsHelper(300)
value = s5,6
freqmul = 1.15
volume = -25
channel = 1
persistent = 0
[State seビリビリ];持続型
type = PlaySnd
trigger1 = !IsHelper(100)
trigger1 = !IsHelper(290)
trigger1 = !IsHelper(300)
value = s51,0
freqmul = 0.9
volume = 50
channel = 1
persistent = 0


[State ポス]
type = null
trigger1 = time = 0;一応
trigger1 = var(5) := 20
trigger1 = var(6) := -60

[State ポス]
type = null
trigger1 = IsHelper(100)			;フロントステップ(雷のみ)
trigger1 = var(5) := 30
trigger1 = var(6) := -60

[State ポス]
type = null
trigger1 = IsHelper(120)||IsHelper(130)||IsHelper(131)||IsHelper(150)||IsHelper(151)||IsHelper(152)||IsHelper(153);ガード(雷フォース)
trigger1 = var(5) := 10
trigger1 = var(6) := -70

[State ポス]
type = null
trigger1 = IsHelper(290)			;5E(雷のみ)
trigger1 = var(5) := 10
trigger1 = var(6) := -60
[State ポス]
type = null
trigger1 = IsHelper(300)			;2E(雷のみ)
trigger1 = var(5) := 10
trigger1 = var(6) := -60

[State ポス]
type = null
trigger1 = IsHelper(351)			;ホーミング移動状態(雷フォース)
trigger1 = var(5) := 30
trigger1 = var(6) := -40
[State ポス]
type = null
trigger1 = IsHelper(360)||IsHelper(363);ホーミングダッシュ(雷フォース)
trigger1 = var(5) := 30
trigger1 = var(6) := -60
[State ポス]
type = null
trigger1 = IsHelper(370)			;空中レバーホーミング始動(雷フォース)
trigger1 = var(5) := 30
trigger1 = var(6) := -50

[State ポス]
type = null
trigger1 = IsHelper(381)			;地上ガーキャン6D
trigger1 = var(5) := 30
trigger1 = var(6) := -40
[State ポス]
type = null
trigger1 = IsHelper(391)			;空中ガーキャン6D
trigger1 = var(5) := 30
trigger1 = var(6) := -45


[State ポス]
type = PosSet
trigger1 = time = 0
X = root,Pos X +var(5) * root,facing + random%10 -5
Y = root,Pos Y +var(6) +(30*root,StateType = C)+random%10 -5
IgnoreHitPause = 1


;演出-----------------------------------
[State 黒バック]
type = Explod
trigger1 = time = 0
anim 			= 12001
postype 		= P1
bindtime 		= 1
scale 			= 100,100
removetime 		= ifelse((IsHelper(100)||IsHelper(290)||IsHelper(300)),20,10)
trans 			= addalpha
alpha 			= 256,128
sprpriority 	= -10
SuperMoveTime 	= 99999
PauseMoveTime 	= 99999
IgnoreHitPause = 1
Persistent = 0

[State メインエフェクト]
type = Explod
trigger1 = time = 0
anim 			= 20931+random%4
postype 		= P1
bindtime 		= 1
scale 			= 0.5,0.5
sprpriority 	= 5
SuperMoveTime 	= 99999
PauseMoveTime 	= 99999
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------
[State 相殺サブエフェクト角度用]
type = VarSet
trigger1 = time = 0
var(23) = random%360

[State サブエフェクト1]
Type = Helper
Trigger1 = time = 0
StateNo 		= 20935
ID 				= 20936
name 			= "sub1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State サブエフェクト2]
Type = Helper
Trigger1 = time = 0
StateNo 		= 20935
ID 				= 20937
name 			= "sub2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State サブエフェクト3]
Type = Helper
Trigger1 = time = 0
StateNo 		= 20935
ID 				= 20938
name 			= "sub3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------

[State アニメ]
type = ChangeAnim
trigger1 = time >= 4
value = 20930
IgnoreHitPause = 1
Persistent = 0

;サイズ
[State サイズXY]
type = VarSet
trigger1 = time = 0
fvar(0) = 1.0
[State 時間経過サイズXY]
type = VarAdd
trigger1 = time >= 5
fvar(0) = 0.5

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

[State 角度]
type = AngleSet
trigger1 = time = 0
value = random%4*90

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
IgnoreHitPause = 1
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 10
var(0) = -26

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

[State デス]
Type = DestroySelf
triggerall = NumHelper(20936) = 0
triggerall = NumHelper(20937) = 0
triggerall = NumHelper(20938) = 0
trigger1 = var(0) <= 0
trigger2 = anim = 20930 && animtime = 0

;---------------------------------------------------------------------------
;helper 相殺　サブエフェクト
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 20935]
type = A
ctrl = 0
sprpriority = 5

[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 = 20935+random%2
IgnoreHitPause = 1
Persistent = 0

;サイズ
[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = 1.0,1.0

[State 角度]
type = AngleSet
triggerall = time = 0
trigger1 = IsHelper(20936)
trigger1 = var(2) := 1+random%30
trigger2 = IsHelper(20937)
trigger2 = var(2) := 120+random%30
trigger3 = IsHelper(20938)
trigger3 = var(2) := 240+random%30
value = parent,var(23)+var(2)

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
IgnoreHitPause = 1
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 10
var(0) = -32

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger2 = animtime = 0

;---------------------------------------------------------------------------
;helper ホーミングヘルパー(その1)　マーク
;---------------------------------------------------------------------------
;var(0)	トランス用S

[Statedef 20940]
type = A
ctrl = 0
anim = 12000

[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 = IsHelper(20941) && time = 0
trigger2 = IsHelper(20942) && time = 1
trigger3 = IsHelper(20943) && time = 1
value = 20940

;[State 角度]
;type = AngleSet
;trigger1 = time = 0
;value = -floor(atan(ceil(P2dist y)/ceil(abs(P2dist x)+0.00001))*180/pi)+90

[State 角度]
type = null
triggerall = time = 0
triggerall = IsHelper(20941)
trigger1 = root,Anim = 351 && var(2) := 145
trigger2 = root,Anim = 352 && var(2) := 90
trigger3 = root,Anim = 353 && var(2) := 50
trigger4 = root,Anim = 354 && var(2) := 10
trigger5 = root,Anim = 355 && var(2) := -145
trigger6 = root,Anim = 356 && var(2) := -90
trigger7 = root,Anim = 357 && var(2) := -50
trigger8 = root,Anim = 358 && var(2) := -10

[State 角度]
type = null
triggerall = time = 1
triggerall = IsHelper(20942) || IsHelper(20943)
trigger1 = root,Anim = 351 && var(2) := 145
trigger2 = root,Anim = 352 && var(2) := 90
trigger3 = root,Anim = 353 && var(2) := 50
trigger4 = root,Anim = 354 && var(2) := 10
trigger5 = root,Anim = 355 && var(2) := -145
trigger6 = root,Anim = 356 && var(2) := -90
trigger7 = root,Anim = 357 && var(2) := -50
trigger8 = root,Anim = 358 && var(2) := -10

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

[State サイズ初期値]
type = null
triggerall = time = 0
trigger1 = IsHelper(20941) && fvar(0) := 0.25
trigger2 = IsHelper(20942) && fvar(0) := 0.50
trigger3 = IsHelper(20943) && fvar(0) := 0.70

[State 時間経過サイズ]
type = VarAdd
triggerall = time >= 1
trigger1 = IsHelper(20941) && fvar(0) < 0.75
trigger2 = IsHelper(20942) && fvar(0) < 1.00
trigger3 = IsHelper(20943) && fvar(0) < 1.20
fvar(0) = 0.05

[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 = IsHelper(20941) && time > 10
trigger2 = IsHelper(20942) && time > 11
trigger3 = IsHelper(20943) && time > 11
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 ホーミングヘルパー(その2)　グレーリング
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 20945]
type = A
ctrl = 0
anim = 20941

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

;[State 角度]
;type = AngleSet
;trigger1 = time = 0
;value = -floor(atan(ceil(P2dist y)/ceil(abs(P2dist x)+0.00001))*180/pi)+90

[State 角度]
type = null
triggerall = time = 0
trigger1 = root,Anim = 351 && var(2) := 145
trigger2 = root,Anim = 352 && var(2) := 90
trigger3 = root,Anim = 353 && var(2) := 50
trigger4 = root,Anim = 354 && var(2) := 10
trigger5 = root,Anim = 355 && var(2) := -145
trigger6 = root,Anim = 356 && var(2) := -90
trigger7 = root,Anim = 357 && var(2) := -50
trigger8 = root,Anim = 358 && var(2) := -10

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

;サイズ
[State サイズ]
type = null
trigger1 = AnimElemTime(1) = 0
trigger1 = fvar(1) := 1.0
trigger1 = fvar(2) := 1.0
[State 時間経過サイズ]
type = VarAdd
trigger1 = AnimElemTime(3) >= 1
fvar(1) = 0.03
[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = fvar(1),fvar(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 = AnimElemTime(3) >= 0
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 ホーミング発動エフェクトセット
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(1)	イクスプロッドトランス用S
;var(2)	イクスプロッドトランス用S

;var(30)ID用
;var(31)ID用
;var(32)ID用
;fvar(1)サイズX
;fvar(2)サイズY
;fvar(12)イクスプロッドサイズ用

;ID	350 ノーマルホーミング		アニメ青
;ID	351 キャンセルホーミング	アニメ赤
;ID	352 時カナ　虚空の意		アニメ金
;ID	380 ガーキャンホーミング	アニメ紫

[Statedef 20950]
type = A
ctrl = 0
sprpriority = 3

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

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

[State ID用（子ヘルパアニメ用）]
type = null
triggerall = time = 0
trigger1 = IsHelper(350)
trigger1 = var(30) := 20951
trigger1 = var(31) := 20952
trigger1 = var(32) := 20953
trigger2 = IsHelper(351)
trigger2 = var(30) := 20954
trigger2 = var(31) := 20955
trigger2 = var(32) := 20956
trigger3 = IsHelper(352)
trigger3 = var(30) := 20957
trigger3 = var(31) := 20958
trigger3 = var(32) := 20959
trigger4 = IsHelper(380)
trigger4 = var(30) := 20960
trigger4 = var(31) := 20961
trigger4 = var(32) := 20962

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = var(30)

;サイズ
[State サイズ]
type = null
trigger1 = AnimElemTime(1) = 0
trigger1 = fvar(1) := 0.5
trigger1 = fvar(2) := 0.4
trigger2 = AnimElemTime(2) = 0
trigger2 = fvar(2) := 0.5

[State 時間経過サイズ]
type = VarAdd
trigger1 = AnimElemTime(3) >= 1
trigger1 = fvar(2) >= 0.25
fvar(2) = -0.025

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

;角度
[State 角度]
type = AngleSet
trigger1 = time = 0
value = floor(root,fvar(3))

;トランス　デス
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = AnimElemTime(4) >= 2
var(0) = -64

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


;イクスプロッド-------------------------

;-----------------------------bbbヒットエフェクト
[State bbbヒットエフェクト]
type = Explod
Trigger1 = time = 0
Anim 			= var(31)
PosType 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = var(31)

[State Sトランス]
type = VarSet
trigger1 = time = 0
var(1) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 10
var(1) = -64

[State bbbヒットエフェクト]
type = ModifyExplod
trigger1 = NumExplod(var(31))
ID = var(31)
Trans 			= addalpha
alpha 			= var(1),256

[State 消去　bbbヒットエフェクト]
type = RemoveExplod
trigger1 = var(1) <= 0
trigger2 = time > 17
ID = var(31)

;-----------------------------リング
[State リング]
type = Explod
Trigger1 = time = 0
Anim 			= var(32)
PosType 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = var(32)

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(12) = 0.3
[State サイズ]
type = VarSet
trigger1 = time = 4
fvar(12) = 0.4
[State 時間経過サイズ]
type = VarAdd
trigger1 = time >= 10
fvar(12) = 0.005

[State Sトランス]
type = VarSet
trigger1 = time = 0
var(2) = 96
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 10
var(2) = -32

[State リング]
type = ModifyExplod
trigger1 = NumExplod(var(32))
ID = var(32)
Scale 			= fvar(12),fvar(12)
Trans 			= addalpha
alpha 			= var(2),256

[State 消去　リング]
type = RemoveExplod
trigger1 = var(2) <= 0
trigger2 = time > 17
ID = var(32)

;イクスプロッド-------------------------

[State デス]
Type = DestroySelf
triggerall = NumExplod(var(31)) = 0
triggerall = NumExplod(var(32)) = 0
trigger1 = var(0) <= 0
trigger2 = time >= 20

;---------------------------------------------------------------------------
;helperほこり5
;---------------------------------------------------------------------------
;fvar(1)サイズX
;fvar(2)サイズY

[statedef 20994]
type = A
ctrl = 0
movetype = I
anim = 20994
sprpriority = 2

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

;44811　禁断の花果実
[State 技判別];親判別
type = VarSet
trigger1 = time = 0
var(10) = Parent,StateNo
IgnoreHitPause = 1
Persistent = 0

[State 表示優先度]
type = SprPriority
trigger1 = var(10) = 44811
value = 28

[State ホコリ9]
Type = Helper
trigger1 = time = 0
StateNo 		= 20999
ID 				= 20999
name 			= "Dust9"
PosType 		= P1
SuperMoveTime 	= ifelse(var(10)=44811,10,999999999999)
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 1.0
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = 1.5

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = time <= 10
fvar(1) = 0.025
[State 時間経過サイズX]
type = VarAdd
trigger1 = time > 10
fvar(1) = 0.02
[State 時間経過サイズY]
type = VarAdd
trigger1 = time > 10
fvar(2) = -0.08

[State サイズY限界]
type = VarAdd
trigger1 = fvar(2) < 0.15
fvar(2) = 0.1
Persistent = 0

[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 Sトランス]
type = VarSet
trigger1 = time = 0
var(0) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = AnimElemTime(8) > 2
var(0) = -64

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

[State 空アニメ]
Type = ChangeAnim
trigger1 = fvar(2) <= 0.1
trigger2 = var(0) <= 0
value = 12000

[State デス]
Type = DestroySelf
trigger1 = Anim = 12000
trigger1 = NumHelper(20999) = 0

;---------------------------------------------------------------------------
;helperほこり9
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(1)サイズX
;fvar(2)サイズY

[statedef 20999]
type = A
ctrl = 0
movetype = I
anim = 20999
sprpriority = 3

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

[State 技判別];親判別
type = VarSet
trigger1 = time = 0
var(10) = Parent,var(10)
IgnoreHitPause = 1
Persistent = 0

[State 表示優先度]
type = SprPriority
trigger1 = var(10) = 44811
value = 28

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

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = time <= 10
fvar(1) = 0.1
[State 時間経過サイズX]
type = VarAdd
trigger1 = time > 10
fvar(1) = 0.05
[State 時間経過サイズY]
type = VarAdd
trigger1 = time <= 10
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 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 >= 13
var(0) = -51
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

;---------------------------------------------------------------------------
;helper1仕様暗転セット(超必殺技・アルカナ超必殺)
;---------------------------------------------------------------------------
;var(1)	黒バック2用　トランスD
;var(4)	黒バック2用　フェードアウトスイッチ
;var(35)黒バック1用　タイム代用
;var(10)技判別
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B

;sprpriority
;-15		黒バック		(explod)
;-12		カットイン		(explod)
;2			アルカナ紋章
;3			ピンク/ブルー	(explod)

[Statedef 21000]
type = A
ctrl = 0
anim = 12000;空アニメ
sprpriority = -14

[State 影消し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

;技判別
[State 超必殺技]
type = VarSet
triggerall = time = 0
trigger1 = Root,StateNo = 3500						;シマツリ1
var(10) = 1
IgnoreHitPause = 1
persistent = 0

[State カットイン右向き]
type = Explod
trigger1 = root,facing = 1
trigger1 = var(10) = 1 && time = 0
Anim 			= 10220
PosType 		= left
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= -12
SuperMoveTime 	= 95
PauseMoveTime 	= 95
IgnoreHitPause = 1
Persistent = 0
ID = 10220
[State カットイン左向き]
type = Explod
trigger1 = root,facing = -1
trigger1 = var(10) = 1 && time = 0
Anim 			= 10221
PosType 		= right
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= -12
SuperMoveTime 	= 95
PauseMoveTime 	= 95
IgnoreHitPause = 1
Persistent = 0
ID = 10221

;======================================黒バック
;=============================黒バック2
[State 黒バック2]
type = Explod
trigger1 = time = 0
Anim 			= 12001
PosType 		= P1
Scale 			= 30,30
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -15
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 21010

[State フェードアウトスイッチ2]
type = VarSet
trigger1 = Root,StateNo != [3500,3599]
trigger2 = var(10) = 1 && (root,stateno = 3501 && root,Anim != 3501)
trigger3 = var(10) = 1 && (root,stateno = 3502 && root,Anim != 3501)
trigger4 = var(10) = 1 && (root,stateno = 3503 && root,Animelemtime(11) = 0)
var(4) = 1
IgnoreHitPause = 1
persistent = 0

[State Dトランス]
type = VarSet
trigger1 = time = 0
var(1) = 256
IgnoreHitPause = 1
persistent = 1
[State Dフェードイン]
type = VarAdd
triggerall = var(4) = 0
triggerall = var(1) > 0
trigger1 = time >= 1
var(1) = -36
IgnoreHitPause = 1
persistent = 1
[State Dフェードアウト]
type = VarAdd
trigger1 = var(4)
var(1) = 16
IgnoreHitPause = 1
persistent = 1

[State 黒バック2]
type = ModifyExplod
trigger1 = NumExplod(21010)
ID = 21010
trans 			= addalpha
alpha 			= 256,var(1)
[State 消去　黒バック2]
type = RemoveExplod
trigger1 = var(1) > 256
trigger1 = var(4) >= 1
ID = 21010

;=============================黒バック1

[State タイム代用]
type = VarAdd
trigger1 = var(35) >= 1
var(35) = 1
Persistent = 1
[State タイム代用]
type = VarSet
trigger1 = root,stateno = 3503
trigger1 = root,Time = 1
var(35) = 1
Persistent = 0

;アルカナ別背景色-----------------------

[State 背景初期値]
type = null
trigger1 = var(35) = 1
trigger1 = var(51) := -256
trigger1 = var(52) := -256
trigger1 = var(53) := -256

[State 背景フェードインR]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(35) = [277,284]
var(51) = 32
[State 背景フェードインG]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(35) = [277,284]
var(52) = 32
[State 背景フェードインB]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(35) = [277,284]
var(53) = 32

[State 背景フェードインR];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(35) = [277,284]
var(51) = floor((256+helper(40410),var(51))/8)
[State 背景フェードインG];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(35) = [277,284]
var(52) = floor((256+helper(40410),var(52))/8)
[State 背景フェードインB];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(35) = [277,284]
var(53) = floor((256+helper(40410),var(53))/8)

[State 背景]
type = BGPalFX
trigger1 = var(35)
time = 1
add = var(51),var(52),var(53)

;アルカナ別背景色-----------------------


;======================================黒バック

;ヘルパー-------------------------

[State 1仕様暗転　ピンク/ブルー]
Type = Helper
trigger1 = var(10) = 1 && time = 30
StateNo 		= 21002
ID 				= 21002
name 			= "pink bule"
PosType 		= p1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------

[State デス]
type = DestroySelf
triggerall = NumExplod(21010) = 0
trigger1 = var(4) = 1
trigger1 = var(35) = 0

trigger2 = var(4) = 1
trigger2 = var(35)
trigger2 = var(35) > 284

;---------------------------------------------------------------------------
;helper1仕様暗転エフェクト　ピンク　ブルー
;---------------------------------------------------------------------------
;var(0)	イクスプロッド　トランス用S
;var(10)技判別
;fvar(11)イクスプロッド　サイズXY
;fvar(12)イクスプロッド　サイズXY

[statedef 21002]
type = A
ctrl = 0
anim = 12000
movetype = I
sprpriority = 3

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

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

[State ポス]
type = PosSet
trigger1 = var(10) = 1
x = root,Pos X -14*root,facing
y = root,Pos Y -86
IgnoreHitPause = 1
Persistent = 1

;イクスプロッド--------------------------
;=========================メインエフェ

[State メインエフェ]
type = Explod
trigger1 = time = 0
Anim 			= 21002
PosType 		= P1
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime	= 99999
PauseMoveTime	= 99999
IgnoreHitPause = 1
Persistent = 0
ID = 21002

[State サイズXY]
type = VarSet
trigger1 = time = 0
fvar(11) = 0.5
[State 時間経過サイズ]
type = VarAdd
trigger1 = time >= 17
fvar(11) = 0.05

[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 > 17
var(0) = -20

[State メインエフェ]
type = ModifyExplod
trigger1 = NumExplod(21002)
ID = 21002
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(0),256

[State 消去　メインエフェ]
type = RemoveExplod
trigger1 = var(0) < 0
ID = 21002


;=========================内円エフェ
[State 内円エフェ]
type = Explod
trigger1 = time = 15
Anim 			= 21003
PosType 		= P1
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime	= 99999
PauseMoveTime	= 99999
IgnoreHitPause = 1
Persistent = 0
ID = 21003

;=========================飛散エフェ
[State 飛散エフェ]
type = Explod
trigger1 = time = 19
Anim 			= 21004
PosType 		= P1
BindTime 		= -1
SprPriority 	= 3
SuperMoveTime 	= 99999
PauseMoveTime 	= 99999
IgnoreHitPause = 1
Persistent = 0
ID = 21004
[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(12) = 0.5
[State 時間経過サイズ]
type = VarAdd
trigger1 = time > 19
fvar(12) = 0.05

[State 飛散エフェ]
type = ModifyExplod
trigger1 = NumExplod(21004)
ID = 21004
scale 			= fvar(12),fvar(12)
;飛散エフェ------------------
;イクスプロッド--------------------------

[State デス]
Type = DestroySelf
trigger1 = time >= 30
trigger1 = NumExplod(21002) = 0
trigger1 = NumExplod(21003) = 0
trigger1 = NumExplod(21004) = 0

;---------------------------------------------------------------------------
;helper2仕様暗転セット
;---------------------------------------------------------------------------
;var(1)	黒バック1用
;var(4)	フェードアウトスイッチ、カウント
;var(10)技判別
;var(21)リングB角度用

;sprpriority
;-15		黒バック		(explod)
;-12		カットイン		(explod)
;-12		床
;-11		本体足場
;-11		光柱			ムオンはExplodホロビはヘルパー
;0			ラインランダム	(explod)
;3			ラインポス指定	(explod)
;3			大十字玉
;3			リングＡ1		(explod)
;3			リングＡ2		(explod)

[Statedef 21200]
type 		= A
ctrl 		= 0
anim 		= 12000
sprpriority = -15

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

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

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

[State 技判別]
type = null
triggerall = time = 0
trigger1 = root,StateNo = 3000;ムオン
trigger1 = var(10) := 3000
trigger2 = root,StateNo = 3100;ホロビ
trigger2 = var(10) := 3100
IgnoreHitPause = 1
persistent = 0

[State カットイン右向き]
type = Explod
trigger1 = root,facing = 1
trigger1 = time = 0
Anim 			= 10220
PosType 		= left
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= -12
SuperMoveTime 	= 50
PauseMoveTime 	= 50
IgnoreHitPause = 1
Persistent = 0
ID = 10220

[State カットイン左向き]
type = Explod
trigger1 = root,facing = -1
trigger1 = time = 0
Anim 			= 10221
PosType 		= right
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= -12
SuperMoveTime 	= 50
PauseMoveTime 	= 50
IgnoreHitPause = 1
Persistent = 0
ID = 10221

;======================================黒バック
[State 黒バック]
type = Explod
trigger1 = time = 15
Anim 			= 12001
PosType 		= P1
Scale 			= 30,30
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -15
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 21210

[State フェードアウトカウント]
type = VarAdd
trigger1 = var(4) >= 1
var(4) = 1
IgnoreHitPause = 1
persistent = 1

[State フェードアウトスイッチ]
type = VarSet
trigger1 = root,moveguarded
trigger2 = var(10) = 3000 && root,stateno != 3000
trigger3 = var(10) = 3100 && root,stateno != 3100
var(4) = 1
IgnoreHitPause = 1
persistent = 0

[State Dトランス]
type = VarSet
trigger1 = time = 0
var(1) = 256
IgnoreHitPause = 1
persistent = 1

[State Dフェードイン]
type = VarAdd
triggerall = var(4) = 0
triggerall = var(1) > 0
trigger1 = time >= 15
var(1) = -36
IgnoreHitPause = 1
persistent = 1

[State Dフェードアウト]
type = VarAdd
trigger1 = var(10) = 3000 && var(4) >= 8
trigger2 = var(10) = 3100 && var(4) >= 12
var(1) = 36
IgnoreHitPause = 1
persistent = 1

[State 黒バック1]
type = ModifyExplod
trigger1 = NumExplod(21210)
ID = 21210
trans 			= addalpha
alpha 			= 256,var(1)

[State 消去　黒バック1]
type = RemoveExplod
trigger1 = var(1) > 256
trigger1 = var(4) >= 1
ID = 21210

[State 背景消し]
type = AssertSpecial
trigger1 = var(1) <= 0
flag  = NoBG
flag2 = NoFG


;ヘルパー-------------------------

[State 光柱];ムオンはExplodホロビはヘルパー
Type = Helper
Trigger1 = var(10) = 3100
Trigger1 = time = 0
StateNo 		= 21201
ID 				= 21201
name 			= "hasira"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 十字玉1/イクスプロッドセット]
Type = Helper
Trigger1 = time = 0;6
StateNo 		= 21202
ID 				= 21202
name 			= "+tama"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0


[State バックライン　ムオン用]
Type = Helper
Trigger1 = var(10) = 3000
Trigger1 = time = 0
StateNo 		= 21230
ID 				= ifelse(root,facing=1,21230,21231)
name 			= "backline"
PosType 		= left
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State バックライン　ホロビ用]
Type = Helper
Trigger1 = var(10) = 3100
Trigger1 = time = 0
StateNo 		= 21240
ID 				= 21240
name 			= "backline"
PosType 		= left
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State リングB角度用]
type = null
trigger1 = time = 0
trigger1 = var(21) := 35
trigger2 = time >= 9
trigger2 = var(21) := random%360

[State リングB1（楕円）]
Type = Helper
Trigger1 = time = 8
Trigger2 = time = 23
StateNo 		= 21252
ID 				= 21252
name 			= "LingB"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
[State リングB2（楕円）]
Type = Helper
Trigger1 = time = 13
Trigger2 = time = 18
StateNo 		= 21253
ID 				= 21253
name 			= "LingB"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

[State 床]
Type = Helper
Trigger1 = time = 20
StateNo 		= 21220
ID 				= 21220
name 			= "yuka"
PosType 		= left
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 本体足場]
Type = Helper
Trigger1 = time = 20
StateNo 		= 21225
ID 				= 21225
name 			= "asiba"
PosType 		= left
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------

[State デス]
type = DestroySelf
triggerall = NumExplod(10220) = 0;カットイン右向き
triggerall = NumExplod(10221) = 0;カットイン左向き
triggerall = NumExplod(21210) = 0;黒バック
triggerall = NumHelper(21201) = 0;光柱
triggerall = NumHelper(21202) = 0;十字玉1/イクスプロッドセット
triggerall = NumHelper(21220) = 0;床
triggerall = NumHelper(21225) = 0;足元
triggerall = NumHelper(21252) = 0;リングB1（楕円）
triggerall = NumHelper(21253) = 0;リングB2（楕円）
trigger1 = var(10)=3000
trigger1 = time > 50
trigger1 = NumHelper(21230) = 0;バックライン　ムオン用
trigger2 = var(10)=3100
trigger2 = time > 60
trigger2 = NumHelper(21240) = 0;バックライン　ホロビ用

;---------------------------------------------------------------------------
;helper2仕様暗転　光柱
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 21201]
type = A
ctrl = 0
anim = 21201
sprpriority = -11

[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XY]
type = PosSet
trigger1 = 1
x = root,Pos X
y = (Pos y - ScreenPos y)+120

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 6
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = 1

[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 5
fvar(2) = -0.04

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

;角度
[State 角度]
type = AngleSet
trigger1 = time = 0
value = 90

;トランス　デス
[State Sフェードイン]
type = VarAdd
trigger1 = var(0) < 256
var(0) = 128

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

[State デス]
Type = DestroySelf
trigger1 = fvar(2) <= 0

;---------------------------------------------------------------------------
;helper2仕様暗転　大十字玉
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 21202]
type = A
ctrl = 0
anim = 12000
sprpriority = 3

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

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

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

[State ポスXY]
type = PosSet
trigger1 = time = 0
x = floor(root,Pos X)
y = floor(root,Pos Y)-ifelse(var(10)=3000,55,90)

[State アニメ]
type = ChangeAnim
trigger1 = time = 6
value = 21202
persistent = 0

;サイズ
[State サイズX]
type = null
trigger1 = time = 0+6
trigger1 = fvar(1) := 0.1
trigger2 = time = 2+6
trigger2 = fvar(1) := 0.3
trigger3 = time = 4+6
trigger3 = fvar(1) := 0.8
trigger4 = time = 6+6
trigger4 = fvar(1) := 1.0

[State サイズY]
type = null
trigger1 = time = 0+6
trigger1 = fvar(2) := 0.3
trigger2 = time = 2+6
trigger2 = fvar(2) := 0.4
trigger3 = time = 4+6
trigger3 = fvar(2) := 0.8
trigger4 = time = 6+6
trigger4 = fvar(2) := 1.0

[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 7+6
trigger1 = fvar(1) >= 0.8
fvar(1) = -0.02
[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 7+6
trigger1 = fvar(2) >= 0.8
fvar(2) = -0.02

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

[State 角度]
type = AngleSet
triggerall = time = 0
trigger1 = var(10) = 3000
trigger1 = var(2) := -20*root,facing
trigger2 = var(10) = 3100
trigger2 = var(2) := 20*root,facing
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 = time >= 9+6
var(0) = -25

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

;イクスプロッド-------------------------
;光柱----------------------------
[State サイズY　光柱]
type = VarSet
trigger1 = time = 0
fvar(11) = 0.5
[State 時間経過サイズY　光柱]
type = VarAdd
trigger1 = time >= 5
fvar(11) = -0.02
[State Sフェードイン　光柱]
type = VarAdd
trigger1 = time > 0
trigger1 = var(3) < 256
var(3) = 128

[State 光柱];ムオンはExplodホロビはヘルパー
Type = Explod
trigger1 = var(10) = 3000
Trigger1 = time = 0
Anim 			= 21201
Postype 		= P1
removetime 		= -1
Sprpriority 	= -11
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21201
[State 光柱]
type = ModifyExplod
trigger1 = NumExplod(21201)
ID = 21201
scale 			= 20,fvar(11)
trans 			= addalpha
alpha 			= var(3),256
[State 消去　光柱]
type = RemoveExplod
trigger1 = fvar(11) < 0
ID = 21201
;光柱----------------------------

;リングＡ1-----------------------
[State サイズ　リングＡ1]
type = VarSet
triggerall = time = 0
trigger1 = 1
fvar(12) = 0.9

[State 時間経過サイズ　リングＡ1]
type = VarAdd
trigger1 = time >= 1
fvar(12) = -0.08

[State Sフェードイン　リングＡ1]
type = VarAdd
trigger1 = time > 0
trigger1 = var(4) < 256
var(4) = 128

[State リングＡ1]
Type = Explod
Trigger1 = time = 0
Anim 			= 21250
Postype 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
removetime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21250

[State リングＡ1]
type = ModifyExplod
trigger1 = NumExplod(21250)
ID = 21250
scale 			= fvar(12),fvar(12)
trans 			= addalpha
alpha 			= var(4),256
[State 消去　リングＡ1]
type = RemoveExplod
trigger1 = fvar(12) < 0
ID = 21250

;リングＡ1-----------------------

;リングＡ2-----------------------
[State サイズ　リングＡ2]
type = VarSet
triggerall = time = 0
trigger1 =1
fvar(13) = 0.5

[State 時間経過サイズ　リングＡ2]
type = VarAdd
trigger1 = time >= 1+22
trigger1 = time < 8+22
fvar(13) = 0.065
[State 時間経過サイズ　リングＡ2]
type = VarAdd
trigger1 = time >= 8+22
fvar(13) = 0.1

[State Sトランス　リングＡ2]
type = VarSet
trigger1 = time = 0
var(5) = 256
[State Sフェードアウト　リングＡ2]
type = VarAdd
trigger1 = time >= 12+22
var(5) = -26

[State リングＡ2]
Type = Explod
Trigger1 = time = 22
Anim 			= 21252
Postype 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
removetime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21251

[State リングＡ2]
type = ModifyExplod
trigger1 = NumExplod(21251)
ID = 21251
scale 			= fvar(13),fvar(13)
trans 			= addalpha
alpha 			= var(5),256

[State 消去　リングＡ2]
type = RemoveExplod
trigger1 = var(5) < 0
ID = 21251
;リングＡ2-----------------------
;イクスプロッド-------------------------

[State デス]
Type = DestroySelf
trigger1 = time > 22
trigger1 = var(0) <= 0
trigger1 = NumExplod(21201) = 0
trigger1 = NumExplod(21250) = 0
trigger1 = NumExplod(21251) = 0

;---------------------------------------------------------------------------
;helper2仕様暗転　床
;---------------------------------------------------------------------------
;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(10)技判別

[Statedef 21220]
type = A
ctrl = 0
;anim = 21220
anim = 21221
sprpriority = -12

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

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

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

[State ポスXY]
type = PosSet
trigger1 = time = 0
trigger2 = time%105 = 0
x = (Pos x - ScreenPos x)+ifelse(root,facing=1,480,-160)
y = -35
IgnoreHitPause = 1
persistent = 1

[State 速度]
type = VelSet
trigger1 = time = 0
x = (-5)*root,facing
y = 0

[State サイズ]
type = AngleDraw
trigger1 = 1
Scale = 10,1

;トランス　デス
[State Sフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = time >= 1
trigger1 = var(0) <= 256
var(0) = 25
IgnoreHitPause = 1
persistent = 1

[State フェードアウトスイッチ]
type = VarSet
trigger1 = root,moveguarded
trigger2 = var(10) = 3000
trigger2 = root,stateno != 3000
trigger3 = var(10) = 3100
trigger3 = root,stateno != 3100
var(4) = 1
IgnoreHitPause = 1
persistent = 0

[State フェードアウトカウント]
type = VarAdd
trigger1 = var(4) >= 1
var(4) = 1
IgnoreHitPause = 1
persistent = 1

[State Sフェードアウト]
type = VarAdd
trigger1 = var(10) = 3000
trigger1 = var(4) >= 1
trigger2 = var(10) = 3100
trigger2 = var(4) >= 6
var(0) = -25
IgnoreHitPause = 1
persistent = 1

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

[State デス]
type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = var(4) >= 1

;---------------------------------------------------------------------------
;helper2仕様暗転　本体足場
;---------------------------------------------------------------------------
;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(5)	ポスX
;var(10)技判別

[Statedef 21225]
type = A
ctrl = 0
;anim = 21220
anim = 21225
sprpriority = -11

[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 親の向き]
type = VarSet
trigger1 = time = 0
var(9) = root,facing
persistent = 0

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

[State ポスX]
type = null
triggerall = time = 0
trigger1 = var(10) = 3000
trigger1 = var(5) := -30
trigger2 = var(10) = 3100
trigger2 = var(5) := 10

[State ポス]
type = PosSet
trigger1 = 1
x = floor(root,Pos X)+var(5)*var(9)
y = 5
IgnoreHitPause = 1
persistent = 1

;サイズ
[State サイズX]
type = VarSet
trigger1 = time = 0
fvar(1) = 5
[State サイズY]
type = VarSet
trigger1 = time = 0
fvar(2) = 0.3

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

[State サイズ]
type = AngleSet
trigger1 = 1
value = 0

;トランス　デス
[State Sフェードイン]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = time >= 1
trigger1 = var(0) <= 192
var(0) = 16
IgnoreHitPause = 1
persistent = 1

[State フェードアウトスイッチ]
type = VarSet
trigger1 = root,moveguarded
trigger2 = var(10) = 3000
trigger2 = root,stateno != 3000
trigger3 = var(10) = 3100
trigger3 = root,stateno != 3100
var(4) = 1
IgnoreHitPause = 1
persistent = 0

[State フェードアウトカウント]
type = VarAdd
trigger1 = var(4) >= 1
var(4) = 1
IgnoreHitPause = 1
persistent = 1

[State Sフェードアウト]
type = VarAdd
trigger1 = var(10) = 3000
trigger1 = var(4) >= 1
trigger2 = var(10) = 3100
trigger2 = var(4) >= 6
var(0) = -25
IgnoreHitPause = 1
persistent = 1

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

[State デス]
type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = var(4) >= 1

;---------------------------------------------------------------------------
;helper2仕様暗転　バック　横ライン(ムオン用)
;---------------------------------------------------------------------------
;Var(4)	消滅フラグ
;Var(9)	親の向き
;FVar(11)エクスプロードサイズ用1
;FVar(12)エクスプロードサイズ用2
;FVar(13)エクスプロードサイズ用3
;FVar(14)エクスプロードサイズ用4
;FVar(15)エクスプロードサイズ用5
;FVar(16)エクスプロードサイズ用6
;FVar(17)エクスプロードサイズ用7

[Statedef 21230]
type = A
ctrl = 0
sprpriority = 3
anim = 12000

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

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

[State ポス]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+ifelse(IsHelper(21230),320,0)
y = (Pos y - ScreenPos y)
IgnoreHitPause = 1
persistent = 1

[State 親の向き]
type = null
triggerall = time = 0
trigger1 = IsHelper(21230)
trigger1 = var(9) := 1
trigger2 = IsHelper(21231)
trigger2 = var(9) := -1
persistent = 0

[State 速度]
type = VarSet
trigger1 = 1
var(3) = 10+random%3
persistent = 1

[State ポス指定1 Y 60-120]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(11) = 0
trigger1 = NumExplod(21231) = 0
trigger1 = time >= 1
anim 			= 21231;+random%4
postype 		= p1
pos 			= 150*var(9),90
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21231
[State ポス指定2 Y 180-240]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(12) = 0
trigger1 = NumExplod(21232) = 0
trigger1 = time >= 15
anim 			= 21231;+random%4
postype 		= p1
pos 			= 150*var(9),210
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21232
[State ポス指定3 Y 0-60]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(13) = 0
trigger1 = NumExplod(21233) = 0
trigger1 = time >= 30
anim 			= 21231;+random%4
postype 		= p1
pos 			= 150*var(9),30
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21233
[State ポス指定4 Y 120-180]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(14) = 0
trigger1 = NumExplod(21234) = 0
trigger1 = time >= 45
anim 			= 21231;+random%4
postype 		= p1
pos 			= 150*var(9),150
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21234

[State アニメランダム1]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(15) = 0
trigger1 = NumExplod(21235) = 0
trigger1 = time >= 7
anim 			= 21232+random%3
postype 		= p1
pos 			= 150*var(9),40
random 			= 0,80
facing 			= var(9)
vel 			= -var(3)*var(9),0
BindTime 		= 1
SprPriority 	=0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21235
[State アニメランダム2]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(16) = 0
trigger1 = NumExplod(21236) = 0
trigger1 = time >= 23
anim 			= 21232+random%3
postype 		= p1
pos 			= 150*var(9),120
random 			= 0,80
facing 			= var(9)
vel 			= -var(3)*var(9),0
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21236
[State アニメランダム3]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(17) = 0
trigger1 = NumExplod(21237) = 0
trigger1 = time >= 38
anim 			= 21232+random%3
postype 		= p1
pos 			= 150*var(9),200
random 			= 0,80
facing 			= var(9)
vel 			= -var(3)*var(9),0
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21237

;サイズ
[State サイズXリセット]
type = null
trigger1 = NumExplod(21231) = 0
trigger1 = fvar(11) := 0
trigger2 = NumExplod(21232) = 0
trigger2 = fvar(12) := 0
trigger3 = NumExplod(21233) = 0
trigger3 = fvar(13) := 0
trigger4 = NumExplod(21234) = 0
trigger4 = fvar(14) := 0
trigger5 = NumExplod(21235) = 0
trigger5 = fvar(15) := 0
trigger6 = NumExplod(21236) = 0
trigger6 = fvar(16) := 0
trigger7 = NumExplod(21237) = 0
trigger7 = fvar(17) := 0

[State 1]
type = VarAdd
trigger1 = NumExplod(21231) = 1
fvar(11) = 0.03
[State 2]
type = VarAdd
trigger1 = NumExplod(21232) = 1
fvar(12) = 0.03
[State 3]
type = VarAdd
trigger1 = NumExplod(21233) = 1
fvar(13) = 0.03
[State 4]
type = VarAdd
trigger1 = NumExplod(21234) = 1
fvar(14) = 0.03

[State 5]
type = VarAdd
trigger1 = NumExplod(21235) = 1
fvar(15) = 0.02
[State 6]
type = VarAdd
trigger1 = NumExplod(21236) = 1
fvar(16) = 0.02
[State 7]
type = VarAdd
trigger1 = NumExplod(21237) = 1
fvar(17) = 0.02

[State 1]
type = ModifyExplod
trigger1 = NumExplod(21231)
Scale = 0.3+fvar(11),0.2
ID = 21231
[State 2]
type = ModifyExplod
trigger1 = NumExplod(21232)
Scale = 0.3+fvar(12),0.15
ID = 21232
[State 3]
type = ModifyExplod
trigger1 = NumExplod(21233)
Scale = 0.3+fvar(13),0.15
ID = 21233
[State 4]
type = ModifyExplod
trigger1 = NumExplod(21234)
Scale = 0.3+fvar(14),0.2
ID = 21234

[State 5]
type = ModifyExplod
trigger1 = NumExplod(21235)
Scale = 0.2+fvar(15),0.1
ID = 21235
[State 6]
type = ModifyExplod
trigger1 = NumExplod(21236)
Scale = 0.2+fvar(16),0.2
ID = 21236
[State 7]
type = ModifyExplod
trigger1 = NumExplod(21237)
Scale = 0.2+fvar(17),0.1
ID = 21237

;デス
[State 消滅フラグ]
type = VarSet
trigger1 = root,moveguarded || root,movetype = H
trigger2 = root,stateno != 3000
trigger3 = win
var(4) = 1

[State 消滅　1]
type = removeExplod
trigger1 = win
ID = 21231
[State 消滅　2]
type = removeExplod
trigger1 = win
ID = 21232
[State 消滅　3]
type = removeExplod
trigger1 = win
ID = 21233
[State 消滅　4]
type = removeExplod
trigger1 = win
ID = 21234
[State 消滅　5]
type = removeExplod
trigger1 = win
ID = 21235
[State 消滅　6]
type = removeExplod
trigger1 = win
ID = 21236
[State 消滅　7]
type = removeExplod
trigger1 = win
ID = 21237

[State デス]
type = DestroySelf
trigger1 = var(4) = 1
trigger1 = NumExplod(21231) = 0
trigger1 = NumExplod(21232) = 0
trigger1 = NumExplod(21233) = 0
trigger1 = NumExplod(21234) = 0
trigger1 = NumExplod(21235) = 0
trigger1 = NumExplod(21236) = 0
trigger1 = NumExplod(21237) = 0

;---------------------------------------------------------------------------
;helper2仕様暗転　バック　縦ライン(ホロビ用)
;---------------------------------------------------------------------------
;Var(4)	消滅フラグ
;FVar(11)エクスプロードサイズ用1
;FVar(12)エクスプロードサイズ用2
;FVar(13)エクスプロードサイズ用3
;FVar(14)エクスプロードサイズ用4
;FVar(15)エクスプロードサイズ用5
;FVar(16)エクスプロードサイズ用6
;FVar(17)エクスプロードサイズ用7
;FVar(18)エクスプロードサイズ用8
;FVar(19)エクスプロードサイズ用9

[Statedef 21240]
type = A
ctrl = 0
sprpriority = 3
anim = 12000

[State 影前面レイヤー消し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポス]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)
y = (Pos y - ScreenPos y)+240
IgnoreHitPause = 1
persistent = 1

[State 速度]
type = VarSet
trigger1 = 1
var(3) = 12+random%3
persistent = 1

[State ポス指定1 X 80-160]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(11) = 0
trigger1 = NumExplod(21241) = 0
trigger1 = time >= 1
anim 			= 21241
postype 		= p1
pos 			= 120,200
random 			= 80,0
vel 			= 0,-var(3)
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21241
[State ポス指定2 X 240-320]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(12) = 0
trigger1 = NumExplod(21242) = 0
trigger1 = time >= 15
anim 			= 21241
postype 		= p1
pos 			= 280,200
random 			= 80,0
vel 			= 0,-var(3)
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21242
[State ポス指定3 X 0-80]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(13) = 0
trigger1 = NumExplod(21243) = 0
trigger1 = time >= 30
anim 			= 21241
postype 		= p1
pos 			= 40,250
random 			= 80,0
vel 			= 0,-var(3)
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21243
[State ポス指定4 X 160-240]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(14) = 0
trigger1 = NumExplod(21244) = 0
trigger1 = time >= 45
anim 			= 21241
postype 		= p1
pos 			= 200,250
random 			= 80,0
vel 			= 0,-var(3)
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21244

[State アニメランダム1]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(15) = 0
trigger1 = NumExplod(21245) = 0
trigger1 = time >= 7
anim 			= 21242+random%3
postype 		= p1
pos 			= 53,250
random 			= 105,0
vel 			= 0,-var(3)
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21245
[State アニメランダム2]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(16) = 0
trigger1 = NumExplod(21246) = 0
trigger1 = time >= 23
anim 			= 21242+random%3
postype 		= p1
pos 			= 160,250
random 			= 105,0
vel 			= 0,-var(3)
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21246
[State アニメランダム3]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(17) = 0
trigger1 = NumExplod(21247) = 0
trigger1 = time >= 38
anim 			= 21242+random%3
postype 		= p1
pos 			= 267,250
random 			= 105,0
vel 			= 0,-var(3)
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21247

[State アニメランダム4]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(18) = 0
trigger1 = NumExplod(21248) = 0
trigger1 = time >= 51
anim 			= 21242+random%3
postype 		= p1
pos 			= 160,250
random 			= 320,0
vel 			= 0,-var(3)
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21248
[State アニメランダム5]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(19) = 0
trigger1 = NumExplod(21249) = 0
trigger1 = time >= 64
anim 			= 21242+random%3
postype 		= p1
pos 			= 160,250
random 			= 320,0
vel 			= 0,-var(3)
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21249

;サイズ
[State サイズYリセット]
type = null
trigger1 = NumExplod(21241) = 0
trigger1 = fvar(11) := 0
trigger2 = NumExplod(21242) = 0
trigger2 = fvar(12) := 0
trigger3 = NumExplod(21243) = 0
trigger3 = fvar(13) := 0
trigger4 = NumExplod(21244) = 0
trigger4 = fvar(14) := 0
trigger5 = NumExplod(21245) = 0
trigger5 = fvar(15) := 0
trigger6 = NumExplod(21246) = 0
trigger6 = fvar(16) := 0
trigger7 = NumExplod(21247) = 0
trigger7 = fvar(17) := 0
trigger8 = NumExplod(21248) = 0
trigger8 = fvar(18) := 0
trigger9 = NumExplod(21249) = 0
trigger9 = fvar(19) := 0

[State 1]
type = VarAdd
trigger1 = NumExplod(21241) = 1
fvar(11) = 0.03
[State 2]
type = VarAdd
trigger1 = NumExplod(21242) = 1
fvar(12) = 0.03
[State 3]
type = VarAdd
trigger1 = NumExplod(21243) = 1
fvar(13) = 0.03
[State 4]
type = VarAdd
trigger1 = NumExplod(21244) = 1
fvar(14) = 0.03

[State 5]
type = VarAdd
trigger1 = NumExplod(21245) = 1
fvar(15) = 0.02
[State 6]
type = VarAdd
trigger1 = NumExplod(21246) = 1
fvar(16) = 0.02
[State 7]
type = VarAdd
trigger1 = NumExplod(21247) = 1
fvar(17) = 0.02
[State 8]
type = VarAdd
trigger1 = NumExplod(21248) = 1
fvar(18) = 0.02
[State 9]
type = VarAdd
trigger1 = NumExplod(21249) = 1
fvar(19) = 0.02

[State 1]
type = ModifyExplod
trigger1 = NumExplod(21241)
Scale = 0.2,0.3+fvar(11)
ID = 21241
[State 2]
type = ModifyExplod
trigger1 = NumExplod(21242)
Scale = 0.15,0.3+fvar(12)
ID = 21242
[State 3]
type = ModifyExplod
trigger1 = NumExplod(21243)
Scale = 0.15,0.3+fvar(13)
ID = 21243
[State 4]
type = ModifyExplod
trigger1 = NumExplod(21244)
Scale = 0.2,0.3+fvar(14)
ID = 21244

[State 5]
type = ModifyExplod
trigger1 = NumExplod(21245)
Scale = 0.1,0.2+fvar(15)
ID = 21245
[State 6]
type = ModifyExplod
trigger1 = NumExplod(21246)
Scale = 0.2,0.2+fvar(16)
ID = 21246
[State 7]
type = ModifyExplod
trigger1 = NumExplod(21247)
Scale = 0.1,0.2+fvar(17)
ID = 21247
[State 8]
type = ModifyExplod
trigger1 = NumExplod(21248)
Scale = 0.2,0.2+fvar(18)
ID = 21248
[State 9]
type = ModifyExplod
trigger1 = NumExplod(21249)
Scale = 0.1,0.2+fvar(19)
ID = 21249

;デス
[State 消滅フラグ]
type = VarSet
trigger1 = root,moveguarded || root,movetype = H
trigger2 = root,stateno != 3100
trigger3 = win
var(4) = 1

[State 消滅　1]
type = removeExplod
trigger1 = win
ID = 21241
[State 消滅　2]
type = removeExplod
trigger1 = win
ID = 21242
[State 消滅　3]
type = removeExplod
trigger1 = win
ID = 21243
[State 消滅　4]
type = removeExplod
trigger1 = win
ID = 21244
[State 消滅　5]
type = removeExplod
trigger1 = win
ID = 21245
[State 消滅　6]
type = removeExplod
trigger1 = win
ID = 21246
[State 消滅　7]
type = removeExplod
trigger1 = win
ID = 21247
[State 消滅　8]
type = removeExplod
trigger1 = win
ID = 21248
[State 消滅　9]
type = removeExplod
trigger1 = win
ID = 21249

[State デス]
type = DestroySelf
trigger1 = var(4) = 1
trigger1 = NumExplod(21241) = 0
trigger1 = NumExplod(21242) = 0
trigger1 = NumExplod(21243) = 0
trigger1 = NumExplod(21244) = 0
trigger1 = NumExplod(21245) = 0
trigger1 = NumExplod(21246) = 0
trigger1 = NumExplod(21247) = 0
trigger1 = NumExplod(21248) = 0
trigger1 = NumExplod(21249) = 0

;---------------------------------------------------------------------------
;helper2仕様暗転　リングＢ1（楕円）
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;var(10)技判別
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 21252]
type = A
ctrl = 0
anim = 21252
sprpriority = 3

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

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

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

[State ポスXY]
type = PosSet
trigger1 = time = 0
x = floor(root,Pos X)
y = floor(root,Pos Y)-ifelse(var(10)=3000,55,90)

;サイズ
[State サイズX]
type = VarSet
triggerall = time = 0
trigger1 = 1
fvar(1) = 0.08
[State サイズY]
type = VarSet
triggerall = time = 0
trigger1 = 1
fvar(2) = 0.5

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 5
fvar(1) = 0.04
[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 5
fvar(1) = 0.08
[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 5
fvar(2) = 0.25
[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 5
fvar(2) = 0.5

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

;角度
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = 1
var(2) = parent,var(21)*root,facing

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

;トランス　デス
[State フェードイン]
type = VarAdd
trigger1 = var(0) <= 256
trigger1 = time <= 3
var(0) = 128
[State フェードアウト]
type = VarAdd
trigger1 = time >= 5
var(0) = -25

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
;---------------------------------------------------------------------------
;helper2仕様暗転　リングＢ2（楕円）
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;var(10)技判別
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 21253]
type = A
ctrl = 0
anim = 21251
sprpriority = 3

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

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

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

[State ポスXY]
type = PosSet
trigger1 = time = 0
x = floor(root,Pos X)
y = floor(root,Pos Y)-ifelse(var(10)=3000,55,90)

;サイズ
[State サイズX]
type = VarSet
triggerall = time = 0
trigger1 = 1
fvar(1) = 0.16
[State サイズT]
type = VarSet
triggerall = time = 0
trigger1 = 1
fvar(2) = 1.0

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 5
fvar(1) = 0.0267
[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 5
fvar(1) = 0.0534
[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 5
fvar(2) = 0.167
[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 5
fvar(2) = 0.334

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

;角度
[State 角度]
type = VarSet
triggerall = time = 0
trigger1 = 1
var(2) = parent,var(21)*root,facing

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

;トランス　デス
[State フェードイン]
type = VarAdd
trigger1 = var(0) <= 256
trigger1 = time <= 3
var(0) = 128
[State フェードアウト]
type = VarAdd
trigger1 = time >= 5
var(0) = -35

[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シマツリ2用暗転セット
;---------------------------------------------------------------------------
;var(12)親Sトランス用
;var(13)親Dトランス用
;var(14)親トランススイッチ
;var(21)子ヘルパリングB用角度
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B

;sprpriority
;-13		黒バック		(explod)
;-12		カットイン		(explod)
;-11		光柱			(explod)Aset
;0		ムラサキ爆発		(explod)Aset
;2		大十字玉
;2		シマツリ2用ほこり9	(explod)Aset
;3		リングＡ1（円）		(explod)Aset
;3		リングＡ2（円）		(explod)Aset
;3		リングＢ1（楕円）
;3		リングＢ2（楕円）
;3		飛散十字玉			(explod)Bset
;3		横ライン			(explod)Cset

[Statedef 21300]
type = A
ctrl = 0
anim = 12000
sprpriority = -15

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

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

[State カットイン右向き]
type = Explod
trigger1 = root,facing = 1
trigger1 = time = 0
Anim 			= 10220
PosType 		= left
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= -12
SuperMoveTime 	= 1000
PauseMoveTime 	= 1000
IgnoreHitPause = 1
Persistent = 0
ID = 10220

[State カットイン左向き]
type = Explod
trigger1 = root,facing = -1
trigger1 = time = 0
Anim 			= 10221
PosType 		= right
Scale 			= 0.5,0.5
Bindtime 		= -1
SprPriority 	= -12
SuperMoveTime 	= 1000
PauseMoveTime 	= 1000
IgnoreHitPause = 1
Persistent = 0
ID = 10221

;======================================黒バック
;=============================黒バック2
[State 黒バック2]
type = Explod
trigger1 = time = 15
Anim 			= 12001
PosType 		= P1
Scale 			= 30,30
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -15
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 21310

[State フェードアウトカウント]
type = VarAdd
trigger1 = var(4) >= 1
var(4) = 1
IgnoreHitPause = 1
persistent = 1

[State フェードアウトスイッチ]
type = VarSet
trigger1 = root,moveguarded || root,movetype = H
trigger2 = (root,stateno = 3601 || root,stateno = 3602) && root,time = 28
trigger3 = root,stateno = 3603 && root,AnimElemTime(6) = 15
trigger4 = root,StateNo != [3600,3699]
var(4) = 1
IgnoreHitPause = 1
persistent = 0

[State Dトランス]
type = VarSet
trigger1 = time = 0
var(1) = 256
IgnoreHitPause = 1
persistent = 1

[State Dフェードイン]
type = VarAdd
triggerall = var(4) = 0
triggerall = var(1) > 0
trigger1 = time >= 15
var(1) = -36
IgnoreHitPause = 1
persistent = 1

[State Dフェードアウト]
type = VarAdd
trigger1 = var(4) >= 5
var(1) = 16
IgnoreHitPause = 1
persistent = 1

[State 黒バック1]
type = ModifyExplod
trigger1 = NumExplod(21310)
ID = 21310
trans 			= addalpha
alpha 			= 256,var(1)

[State 消去　黒バック1]
type = RemoveExplod
trigger1 = var(1) > 256
trigger1 = var(4) >= 1
ID = 21310

[State 背景消し]
type = AssertSpecial
trigger1 = var(1) <= 0
flag  = NoBG
flag2 = NoFG

;=============================黒バック1

[State タイム代用]
type = VarAdd
trigger1 = var(35) >= 1
var(35) = 1
Persistent = 1
[State タイム代用]
type = VarSet
trigger1 = root,stateno = 3603
trigger1 = root,Time = 1
var(35) = 1
Persistent = 0

;アルカナ別背景色-----------------------

[State 背景初期値]
type = null
trigger1 = var(35) = 1
trigger1 = var(51) := -256
trigger1 = var(52) := -256
trigger1 = var(53) := -256

[State 背景フェードインR]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(35) = [330,337]
var(51) = 32
[State 背景フェードインG]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(35) = [330,337]
var(52) = 32
[State 背景フェードインB]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(35) = [330,337]
var(53) = 32

[State 背景フェードインR];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(35) = [330,337]
var(51) = floor((256+helper(40410),var(51))/8)
[State 背景フェードインG];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(35) = [330,337]
var(52) = floor((256+helper(40410),var(52))/8)
[State 背景フェードインB];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(35) = [330,337]
var(53) = floor((256+helper(40410),var(53))/8)

[State 背景]
type = BGPalFX
trigger1 = var(35)
time = 1
add = var(51),var(52),var(53)

[State 背景消し]
type = AssertSpecial
trigger1 = var(51) = -256
trigger1 = var(52) = -256
trigger1 = var(53) = -256
flag  = NoBG
flag2 = NoFG

;ヘルパー-------------------------

[State 十字玉1];Asetメインヘルパー
Type = Helper
Trigger1 = time = 0;18
StateNo 		= 21302
ID 				= 21302
name 			= "+tama"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 飛散十字玉セット]
Type = Helper
Trigger1 = time = 7
StateNo 		= 21360
ID 				= 21360
name 			= "tama"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

[State リング用角度]
type = null
trigger1 = time = 20
trigger1 = var(21) := random%360
trigger2 = time = 30
trigger2 = var(21) := 15+var(21)+random%150
trigger3 = time = 40
trigger3 = var(21) := 15+var(21)+random%150
trigger4 = time = 45
trigger4 = var(21) := 15+var(21)+random%150

[State リングB1]
Type = Helper
Trigger1 = time = 20
Trigger2 = time = 40
StateNo 		= 21352
ID 				= ifelse(time < 34,21254,21256)
name 			= "lingB"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

[State リングB2]
Type = Helper
Trigger1 = time = 30
Trigger2 = time = 45
StateNo 		= 21353
ID 				= ifelse(time < 29,21255,21253)
name 			= "lingB"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

;[State 黒バック]
;Type = Helper
;Trigger1 = time = 15
;StateNo 		= 21310
;ID 				= 21310
;name 			= "brack"
;PosType 		= left
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0

[State バックライン]
Type = Helper
Trigger1 = time = 20
StateNo 		= 21330
ID 				= ifelse(root,facing=1,21330,21331)
name 			= "backline"
PosType 		= left
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;ヘルパー-------------------------



[State トランススイッチ]
type = VarSet
trigger1 = root,stateno = 3600 && root,AnimElemTime(8) = 0
var(14) = 1
[State トランススイッチ]
type = VarSet
trigger1 = root,stateno = 3601 || root,stateno = 3602
var(14) = 2

[State 親Sトランス]
type = VarSet
trigger1 = time = 0
var(12) = 256

[State 親Sフェードアウト]
type = VarAdd
triggerall = var(14) = 1
trigger1 = root,stateno = 3600 && root,AnimElemTime(8) = 0
trigger2 = var(12) > 0
var(12) = -4

[State 親Sフェードイン]
type = VarAdd
triggerall = var(14) = 2
trigger1 = root,stateno = 3601 && root,AnimElemTime(1) = 0
trigger2 = root,stateno = 3602 && root,AnimElemTime(1) = 0
trigger3 = var(12) > 0
trigger3 = var(12) <= 256
var(12) = 26;10

;[State デス]
;type = DestroySelf
;trigger1 = root,stateno != [3600,3604]
;trigger2 = time >= 630
;trigger3 = var(12) > 256


[State デス]
type = DestroySelf
triggerall = NumExplod(21310) = 0;黒バック
triggerall = NumHelper(21302) = 0;十字玉1Asetメインヘルパー
triggerall = NumHelper(21360) = 0;飛散十字玉セット
triggerall = NumHelper(21352) = 0;リングB1
triggerall = NumHelper(21353) = 0;リングB2
triggerall = NumHelper(21330) = 0;バックライン
trigger1 = var(4)
trigger1 = var(35) = 0

trigger2 = var(4)
trigger2 = var(35)
trigger2 = var(35) >= 338



;---------------------------------------------------------------------------
;helperシマツリ2用暗転　大十字玉/イクスプロッドセット
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2)	イクスプロッドトランス用
;var(3)	イクスプロッドトランス用
;var(4)	イクスプロッドトランス用
;var(5)	イクスプロッドトランス用
;fvar(1)サイズX
;fvar(2)サイズY
;fvar(11)イクスプロッドサイズ用1
;fvar(12)イクスプロッドサイズ用2
;fvar(13)イクスプロッドサイズ用3
;fvar(14)イクスプロッドサイズ用4
;fvar(15)イクスプロッドサイズ用5
;fvar(16)イクスプロッドサイズ用6
;fvar(17)イクスプロッドサイズ用7

[Statedef 21302]
type = A
ctrl = 0
anim = 12000;21202
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XY]
type = PosSet
trigger1 = 1
x = floor(root,Pos X-13*root,facing)
y = floor(root,Pos Y-86)
IgnoreHitPause = 1

[State アニメ]
type = ChangeAnim
trigger1 = time = 18
value = 21202
IgnoreHitPause = 1
Persistent = 0
;サイズ
[State サイズX]
type = null
trigger1 = time = 0+18
trigger1 = fvar(1) := 0.1
trigger2 = time = 2+18
trigger2 = fvar(1) := 0.3
trigger3 = time = 4+18
trigger3 = fvar(1) := 0.8
trigger4 = time = 6+18
trigger4 = fvar(1) := 1.0
[State サイズY]
type = null
trigger1 = time = 0+18
trigger1 = fvar(2) := 0.3
trigger2 = time = 2+18
trigger2 = fvar(2) := 0.4
trigger3 = time = 4+18
trigger3 = fvar(2) := 0.8
trigger4 = time = 6+18
trigger4 = fvar(2) := 1.0

[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 7+18
trigger1 = fvar(1) >= 0.8
fvar(1) = -0.02
[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 7+18
trigger1 = fvar(2) >= 0.8
fvar(2) = -0.02

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

[State 角度]
type = AngleSet
trigger1 = time = 0
value = 20*root,facing

;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 >= 9+18
trigger1 = var(0) >= 0

var(0) = -25

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

;イクスプロッド-------------------------
[State 光柱]
type = Explod
trigger1 = time = 0
Anim 			= 21201
Postype 		= P1
Pos 			= 0,1
removetime 		= -1
Scale 			= 20,1.0
Sprpriority 	= -11
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21201

[State ムラサキ爆発]
type = Explod
trigger1 = time = 4
Anim 			= 21305
Postype 		= P1
Pos 			= 13*root,facing,86
Sprpriority 	= 0
trans 			= add
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21305

[State ほこり9]
type = Explod
trigger1 = time = 4
Anim 			= 20999
Postype 		= P1
Pos 			= 13*root,facing,101
Sprpriority 	= 2
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21306

[State リングA1]
type = Explod
trigger1 = time = 0
Anim 			= 21253;ムラサキ
Postype 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
removetime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21351
[State リングA2]
type = Explod
trigger1 = time = 38
Anim 			= 21256;ピンク
Postype 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
removetime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21352

;サイズ----------------
;光柱
[State サイズY　光柱]
type = VarSet
trigger1 = time = 0
fvar(11) = 0.5
[State 時間経過サイズY　光柱]
type = VarAdd
trigger1 = time >= 15
fvar(11) = -0.01

;ムラサキ爆発
[State サイズX　ムラサキ爆発]
type = VarSet
trigger1 = time = 0
fvar(12) = 0.6
[State サイズY　ムラサキ爆発]
type = VarSet
trigger1 = time = 0
fvar(13) = 0.5
[State 時間経過サイズX　ムラサキ爆発]
type = VarAdd
trigger1 = time = [5,27]
fvar(12) = 0.015
[State 時間経過サイズX　ムラサキ爆発]
type = VarAdd
trigger1 = time > 27
fvar(12) = -0.01
[State 時間経過サイズY　ムラサキ爆発]
type = VarAdd
trigger1 = time = [5,27]
fvar(13) = 0.015
[State 時間経過サイズY　ムラサキ爆発]
type = VarAdd
trigger1 = time > 27
fvar(13) = 0.01

;ほこり9
[State サイズX　ほこり9]
type = VarSet
trigger1 = time = 0
fvar(14) = 0.5
[State サイズY　ほこり9]
type = VarSet
trigger1 = time = 0
fvar(15) = 0.5
[State 時間経過サイズX　ほこり9]
type = VarAdd
trigger1 = time = [5,14]
fvar(14) = 0.04
[State 時間経過サイズX　ほこり9]
type = VarAdd
trigger1 = time > 14
fvar(14) = 0.025
[State 時間経過サイズY　ほこり9]
type = VarAdd
trigger1 = time = [5,14]
fvar(15) = 0.04

;リングA1
[State サイズXY　リングA1]
type = VarSet
trigger1 = time = 0
fvar(16) = 1.0
[State 時間経過サイズXY　リングA1]
type = VarAdd
trigger1 = time >= 1
fvar(16) = -0.04

;リングA2
[State 時間経過サイズXY　リングA2]
type = VarAdd
trigger1 = time > 38
fvar(17) = 0.05

;サイズ----------------

;トランス--------------
;光柱
[State Sフェードイン　光柱]
type = VarAdd
trigger1 = time > 0
trigger1 = var(2) < 256
var(2) = 128

;ほこり9
[State Sトランス　ほこり9]
type = VarSet
trigger1 = time = 0
var(3) = 256
[State Sフェードイン　ほこり9]
type = VarAdd
trigger1 = time > 17
trigger1 = var(3) >= 0
var(3) = -13

;リングA1
[State Sフェードイン　リングA1]
type = VarAdd
trigger1 = time > 0
trigger1 = var(4) < 256
var(4) = 128

;リングA2
[State Sトランス　リングA2]
type = VarSet
trigger1 = time = 0
var(5) = 256
[State Sフェードイン　リングA2]
type = VarAdd
trigger1 = time > 55
trigger1 = var(5) >= 0
var(5) = -32

;トランス--------------

[State 光柱]
type = ModifyExplod
trigger1 = NumExplod(21201)
ID = 21201
scale 			= 20,fvar(11)
trans 			= addalpha
alpha 			= var(2),256

[State ムラサキ爆発]
type = ModifyExplod
trigger1 = NumExplod(21305)
ID = 21305
scale 			= fvar(12),fvar(13)

[State ほこり9]
type = ModifyExplod
trigger1 = NumExplod(21306)
ID = 21306
scale 			= fvar(14),fvar(15)
trans 			= addalpha
alpha 			= var(3),256

[State リングA1]
type = ModifyExplod
trigger1 = NumExplod(21351)
ID = 21351
scale 			= fvar(16),fvar(16)
trans 			= addalpha
alpha 			= var(4),256

[State リングA2]
type = ModifyExplod
trigger1 = NumExplod(21352)
ID = 21352
scale 			= fvar(17),fvar(17)
trans 			= addalpha
alpha 			= var(5),256

;イクスプロッド-------------------------

[State 消去　光柱]
type = RemoveExplod
trigger1 = fvar(11) < 0
ID = 21201

[State 消去　ほこり9]
type = RemoveExplod
trigger1 = var(3) <= 0
ID = 21306

[State 消去　リングA1]
type = RemoveExplod
trigger1 = fvar(16) <= 0
ID = 21351

[State 消去　リングA2]
type = RemoveExplod
trigger1 = var(5) <= 0
ID = 21352

[State デス]
Type = DestroySelf
trigger1 = time > 60
trigger1 = NumExplod(21201) = 0
trigger1 = NumExplod(21305) = 0
trigger1 = NumExplod(21306) = 0
trigger1 = NumExplod(21351) = 0
trigger1 = NumExplod(21352) = 0

;---------------------------------------------------------------------------
;helperシマツリ2用暗転　バック　横ライン(シマツリ2用)
;---------------------------------------------------------------------------
;Var(4)	消滅フラグ
;Var(9)	親の向き
;FVar(11)エクスプロードサイズ用1
;FVar(12)エクスプロードサイズ用2
;FVar(13)エクスプロードサイズ用3
;FVar(14)エクスプロードサイズ用4
;FVar(15)エクスプロードサイズ用5
;FVar(16)エクスプロードサイズ用6
;FVar(17)エクスプロードサイズ用7

[Statedef 21330]
type = A
ctrl = 0
sprpriority = 3
anim = 12000

[State 影前面レイヤー消し]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State ポス]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+ifelse(IsHelper(21330),320,0)
y = (Pos y - ScreenPos y)
IgnoreHitPause = 1
persistent = 1

[State 速度]
type = VarSet
trigger1 = 1
var(3) = 10+random%3
persistent = 1

[State 親の向き]
type = null
triggerall = time = 0
trigger1 = IsHelper(21330)
trigger1 = var(9) := 1
trigger2 = IsHelper(21331)
trigger2 = var(9) := -1
persistent = 0

[State ポス指定1 Y 60-120]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(11) = 0
trigger1 = NumExplod(21331) = 0
trigger1 = time >= 1
Anim 			= 21231;+random%4
Postype 		= p1
Pos 			= 150*var(9),90
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.3
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21331
[State ポス指定2 Y 180-240]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(12) = 0
trigger1 = NumExplod(21332) = 0
trigger1 = time >= 15
Anim 			= 21231
Postype 		= p1
Pos 			= 150*var(9),210
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.2
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21332
[State ポス指定3 Y 0-60]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(13) = 0
trigger1 = NumExplod(21333) = 0
trigger1 = time >= 30
Anim 			= 21231
Postype 		= p1
Pos 			= 150*var(9),30
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.2
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21333
[State ポス指定4 Y 120-180]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(14) = 0
trigger1 = NumExplod(21334) = 0
trigger1 = time >= 45
Anim 			= 21231
Postype 		= p1
Pos 			= 150*var(9),150
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.1
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21334

[State アニメランダム1]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(15) = 0
trigger1 = NumExplod(21335) = 0
trigger1 = time >= 7
Anim 			= 21232+random%3
Postype 		= p1
Pos 			= 150*var(9),40
random 			= 0,80
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.1
BindTime 		= 1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
SprPriority = 0
IgnoreHitPause = 1
Persistent = 1
ID = 21335
[State アニメランダム2]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(16) = 0
trigger1 = NumExplod(21336) = 0
trigger1 = time >= 23
Anim 			= 21232+random%3
Postype 		= p1
Pos 			= 150*var(9),120
random 			= 0,80
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.1
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21336
[State アニメランダム3]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(17) = 0
trigger1 = NumExplod(21337) = 0
trigger1 = time >= 38
Anim 			= 21232+random%3
Postype 		= p1
Pos 			= 150*var(9),200
random 			= 0,80
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.1
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21337

;サイズ
[State サイズXリセット]
type = null
trigger1 = NumExplod(21331) = 0
trigger1 = fvar(11) := 0
trigger2 = NumExplod(21332) = 0
trigger2 = fvar(12) := 0
trigger3 = NumExplod(21333) = 0
trigger3 = fvar(13) := 0
trigger4 = NumExplod(21334) = 0
trigger4 = fvar(14) := 0
trigger5 = NumExplod(21335) = 0
trigger5 = fvar(15) := 0
trigger6 = NumExplod(21336) = 0
trigger6 = fvar(16) := 0
trigger7 = NumExplod(21337) = 0
trigger7 = fvar(17) := 0

[State 1]
type = VarAdd
trigger1 = NumExplod(21331) = 1
fvar(11) = 0.03
[State 2]
type = VarAdd
trigger1 = NumExplod(21332) = 1
fvar(12) = 0.02
[State 3]
type = VarAdd
trigger1 = NumExplod(21333) = 1
fvar(13) = 0.02
[State 4]
type = VarAdd
trigger1 = NumExplod(21334) = 1
fvar(14) = 0.03

[State 5]
type = VarAdd
trigger1 = NumExplod(21335) = 1
fvar(15) = 0.01
[State 6]
type = VarAdd
trigger1 = NumExplod(21336) = 1
fvar(16) = 0.01
[State 7]
type = VarAdd
trigger1 = NumExplod(21337) = 1
fvar(17) = 0.01

[State 1]
type = ModifyExplod
trigger1 = NumExplod(21331)
Scale = 0.3+fvar(11),0.15
ID = 21331
[State 2]
type = ModifyExplod
trigger1 = NumExplod(21332)
Scale = 0.3+fvar(12),0.1
ID = 21332
[State 3]
type = ModifyExplod
trigger1 = NumExplod(21333)
Scale = 0.3+fvar(13),0.1
ID = 21333
[State 4]
type = ModifyExplod
trigger1 = NumExplod(21334)
Scale = 0.3+fvar(14),0.15
ID = 21334

[State 5]
type = ModifyExplod
trigger1 = NumExplod(21335)
Scale = 0.2+fvar(15),0.1
ID = 21335
[State 6]
type = ModifyExplod
trigger1 = NumExplod(21336)
Scale = 0.2+fvar(16),0.1
ID = 21336
[State 7]
type = ModifyExplod
trigger1 = NumExplod(21337)
Scale = 0.2+fvar(17),0.1
ID = 21337

;デス
[State 消滅フラグ]
type = VarSet
trigger1 = root,moveguarded || root,movetype = H
trigger2 = root,Anim = 3601 && root,AnimElemTime(1) = 4
trigger3 = root,Anim = 3603 && root,AnimElemTime(2) = 15
trigger4 = root,stateno != [3600,3602]
var(4) = 1

[State デス]
type = DestroySelf
trigger1 = var(4) = 1
trigger1 = NumExplod(21331) = 0
trigger1 = NumExplod(21332) = 0
trigger1 = NumExplod(21333) = 0
trigger1 = NumExplod(21334) = 0
trigger1 = NumExplod(21335) = 0
trigger1 = NumExplod(21336) = 0
trigger1 = NumExplod(21337) = 0

;---------------------------------------------------------------------------
;helperシマツリ2用暗転　リングＢ1（楕円）
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 21352]
type = A
ctrl = 0
sprpriority = 3

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

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

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(IsHelper(21254),21254,21256)
;id 21254ムラサキ
;id 21256ピンク

[State ポスXY]
type = PosSet
trigger1 = time = 0
x = floor(root,Pos X-13*root,facing)
y = floor(root,Pos Y-86)
IgnoreHitPause = 1
persistent = 1

;サイズ
[State サイズX]
type = VarSet
triggerall = time = 0
trigger1 = 1
fvar(1) = 0.08
[State サイズY]
type = VarSet
triggerall = time = 0
trigger1 = 1
fvar(2) = 0.5

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = IsHelper(21254)
trigger1 = time >= 1
fvar(1) = 0.02
[State 時間経過サイズY]
type = VarAdd
trigger1 = IsHelper(21254)
trigger1 = time >= 1
fvar(2) = 0.125

[State 時間経過サイズX]
type = VarAdd
trigger1 = IsHelper(21256)
trigger1 = time >= 1
fvar(1) = 0.02
[State 時間経過サイズY]
type = VarAdd
trigger1 = IsHelper(21256)
trigger1 = time >= 1
fvar(2) = 0.125

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

[State 角度]
type = AngleSet
trigger1 = time = 0
value = parent,var(21)

;トランス　デス
[State フェードイン]
type = VarAdd
trigger1 = var(0) <= 256
trigger1 = time <= 3
var(0) = 256;128
[State フェードアウト]
type = VarAdd
trigger1 = time > 10
var(0) = -32;-25

[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シマツリ2用暗転　リングＢ2（楕円）
;---------------------------------------------------------------------------
;var(0)	トランス用S
;fvar(2)サイズY

[Statedef 21353]
type = A
ctrl = 0
sprpriority = 3

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

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

[State アニメ]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(IsHelper(21255),21255,21253)
;id 21253ムラサキ
;id 21255ピンク

[State ポスXY]
type = PosSet
trigger1 = time = 0
x = floor(root,Pos X-13*root,facing)
y = floor(root,Pos Y-86)
IgnoreHitPause = 1
persistent = 1

;サイズ
[State サイズX]
type = VarSet
triggerall = time = 0
trigger1 = 1
fvar(1) = 0.08
[State サイズT]
type = VarSet
triggerall = time = 0
trigger1 = 1
fvar(2) = 0.5

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = IsHelper(21255)
trigger1 = time >= 1
fvar(1) = 0.0267
[State 時間経過サイズY]
type = VarAdd
trigger1 = IsHelper(21255)
trigger1 = time >= 1
fvar(2) = 0.167

[State 時間経過サイズX]
type = VarAdd
trigger1 = IsHelper(21253)
trigger1 = time >= 1
fvar(1) = 0.015
[State 時間経過サイズY]
type = VarAdd
trigger1 = IsHelper(21253)
trigger1 = time >= 1
fvar(2) = 0.12

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

;角度
[State 角度]
type = AngleSet
trigger1 = time = 0
value = parent,var(21)

;トランス　デス
[State フェードイン]
type = VarAdd
trigger1 = var(0) <= 256
trigger1 = time <= 3
var(0) = 256;128
[State フェードアウト]
type = VarAdd
trigger1 = time > 10
var(0) = -32;-35

[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シマツリ2用暗転　飛散十字玉セット
;---------------------------------------------------------------------------
;var(2)	進行方向角度
;var(30)ID用1
;var(31)ID用2
;var(32)ID用3
;fvar(5)X速度（方向決定）
;fvar(6)Y速度（方向決定）
;fvar(7)速度1
;fvar(8)速度2
;fvar(9)速度3

[Statedef 21360]
type = A
ctrl = 0
anim = 12000
sprpriority = 3

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

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

[State ポスXY]
type = PosSet
trigger1 = time = 0
x = floor(root,Pos X-13*root,facing)
y = floor(root,Pos Y-86)

[State ID用]
type = null
trigger1 = time = 0
trigger1 = var(30) := 21360
trigger1 = var(31) := 21370
trigger1 = var(32) := 21380

[State 速ID用]
type = VarAdd
Trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 8
trigger4 = time = 9
trigger5 = time = 13
trigger6 = time = 18
trigger7 = time = 23
trigger8 = time = 28
trigger9 = time = 36
var(30) = 1

[State 中ID用]
type = VarAdd
Trigger1 = time = 2
trigger2 = time = 6
trigger3 = time = 11
trigger4 = time = 16
trigger5 = time = 21
trigger6 = time = 26
trigger7 = time = 31
trigger8 = time = 34
trigger9 = time = 38
var(31) = 1

[State 遅ID用]
type = VarAdd
trigger1 = time = 39
trigger2 = time = 42
trigger3 = time = 45
trigger4 = time = 48
trigger5 = time = 50
trigger6 = time = 54
trigger7 = time = 56
trigger8 = time = 58
trigger9 = time = 60
var(32) = 1

;[State 速ID用]
;type = null
;Trigger1 = time = 1  && var(30) := 21361
;trigger2 = time = 3  && var(30) := 21362
;trigger3 = time = 8  && var(30) := 21363
;trigger4 = time = 9  && var(30) := 21364
;trigger5 = time = 13 && var(30) := 21365
;trigger6 = time = 18 && var(30) := 21366
;trigger7 = time = 23 && var(30) := 21367
;trigger8 = time = 28 && var(30) := 21368
;trigger9 = time = 36 && var(30) := 21369

;[State 中ID用]
;type = null
;Trigger1 = time = 2  && var(31) := 21371
;trigger2 = time = 6  && var(31) := 21372
;trigger3 = time = 11 && var(31) := 21373
;trigger4 = time = 16 && var(31) := 21374
;trigger5 = time = 21 && var(31) := 21375
;trigger6 = time = 26 && var(31) := 21376
;trigger7 = time = 31 && var(31) := 21377
;trigger8 = time = 34 && var(31) := 21378
;trigger9 = time = 38 && var(31) := 21379

;[State 遅ID用]
;type = null
;trigger1 = time = 39 && var(32) := 21381
;trigger2 = time = 42 && var(32) := 21382
;trigger3 = time = 45 && var(32) := 21383
;trigger4 = time = 48 && var(32) := 21384
;trigger5 = time = 50 && var(32) := 21385
;trigger6 = time = 54 && var(32) := 21386
;trigger7 = time = 56 && var(32) := 21387
;trigger8 = time = 58 && var(32) := 21388
;trigger9 = time = 60 && var(32) := 21389

[State 進行方向]
type = VarSet
trigger1 = 1
var(2) = random%360

[State X];※θ*pi/180でdeg→radへ変換
type = VarSet
trigger1 = 1
fvar(5) = cos(var(2)*pi/180)
[State Y]
type = VarSet
trigger1 = 1
fvar(6) = sin(var(2)*pi/180)

[State 速度]
type = VarSet
trigger1 = 1
fvar(7) = 5+random%30*0.1
[State 速度]
type = VarSet
trigger1 = 1
fvar(8) = 3+random%35*0.1
[State 速度]
type = VarSet
trigger1 = 1
fvar(9) = 1+random%40*0.1

[State 飛散十字玉速]
type = Explod
Trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 8
trigger4 = time = 9
trigger5 = time = 13
trigger6 = time = 18
trigger7 = time = 23
trigger8 = time = 28
trigger9 = time = 36
anim 			= 21361+random%4
PosType 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Vel 			= fvar(5)*fvar(7),fvar(6)*fvar(7)
bindtime 		= 1
Scale 			= 0.5,0.5
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = var(30)

[State 飛散十字玉中]
type = Explod
Trigger1 = time = 2
trigger2 = time = 6
trigger3 = time = 11
trigger4 = time = 16
trigger5 = time = 21
trigger6 = time = 26
trigger7 = time = 31
trigger8 = time = 34
trigger9 = time = 38
anim 			= 21361+random%4
PosType 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Vel 			= fvar(5)*fvar(8),fvar(6)*fvar(8)
bindtime 		= 1
Scale 			= 0.4,0.4
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = var(31)

[State 飛散十字玉遅]
type = Explod
trigger1 = time = 39
trigger2 = time = 42
trigger3 = time = 45
trigger4 = time = 48
trigger5 = time = 50
trigger6 = time = 54
trigger7 = time = 56
trigger8 = time = 58
trigger9 = time = 60
anim 			= 21361+random%4
PosType 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
Vel 			= fvar(5)*fvar(9),fvar(6)*fvar(9)
bindtime 		= 1
Scale 			= 0.35,0.35
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = var(32)

[State 速1]
type = ModifyExplod
trigger1 = NumExplod(21361)
trigger1 = time >= 1+7
ID = 21361
scale 			= 0.5-(time -8)*0.02,0.5-(time -8)*0.02
[State 速2]
type = ModifyExplod
trigger1 = NumExplod(21362)
trigger1 = time >= 3+7
ID = 21362
scale 			= 0.5-(time -10)*0.02,0.5-(time -10)*0.02
[State 速3]
type = ModifyExplod
trigger1 = NumExplod(21363)
trigger1 = time >= 8+7
ID = 21363
scale 			= 0.5-(time -15)*0.02,0.5-(time -15)*0.02
[State 速4]
type = ModifyExplod
trigger1 = NumExplod(21364)
trigger1 = time >= 9+7
ID = 21364
scale 			= 0.5-(time -16)*0.02,0.5-(time -16)*0.02
[State 速5]
type = ModifyExplod
trigger1 = NumExplod(21365)
trigger1 = time >= 13+7
ID = 21365
scale 			= 0.5-(time -20)*0.02,0.5-(time -20)*0.02
[State 速6]
type = ModifyExplod
trigger1 = NumExplod(21366)
trigger1 = time >= 18+7
ID = 21366
scale 			= 0.5-(time -25)*0.02,0.5-(time -25)*0.02
[State 速7]
type = ModifyExplod
trigger1 = NumExplod(21367)
trigger1 = time >= 23+7
ID = 21367
scale 			= 0.5-(time -30)*0.02,0.5-(time -30)*0.02
[State 速8]
type = ModifyExplod
trigger1 = NumExplod(21368)
trigger1 = time >= 28+7
ID = 21368
scale 			= 0.5-(time -35)*0.02,0.5-(time -35)*0.02
[State 速9]
type = ModifyExplod
trigger1 = NumExplod(21369)
trigger1 = time >= 36+7
ID = 21369
scale 			= 0.5-(time -43)*0.02,0.5-(time -43)*0.02

[State 中1]
type = ModifyExplod
trigger1 = NumExplod(21371)
trigger1 = time >= 2+7
ID = 21371
scale 			= 0.4-(time -9)*0.02,0.4-(time -9)*0.02
[State 中2]
type = ModifyExplod
trigger1 = NumExplod(21372)
trigger1 = time >= 6+7
ID = 21372
scale 			= 0.4-(time -13)*0.02,0.4-(time -13)*0.02
[State 中3]
type = ModifyExplod
trigger1 = NumExplod(21373)
trigger1 = time >= 11+7
ID = 21373
scale 			= 0.4-(time -18)*0.02,0.4-(time -18)*0.02
[State 中4]
type = ModifyExplod
trigger1 = NumExplod(21374)
trigger1 = time >= 16+7
ID = 21374
scale 			= 0.4-(time -23)*0.02,0.4-(time -23)*0.02
[State 中5]
type = ModifyExplod
trigger1 = NumExplod(21375)
trigger1 = time >= 21+7
ID = 21375
scale 			= 0.4-(time -28)*0.02,0.4-(time -28)*0.02
[State 中6]
type = ModifyExplod
trigger1 = NumExplod(21376)
trigger1 = time >= 26+7
ID = 21376
scale 			= 0.4-(time -33)*0.02,0.4-(time -33)*0.02
[State 中7]
type = ModifyExplod
trigger1 = NumExplod(21377)
trigger1 = time >= 31+7
ID = 21377
scale 			= 0.4-(time -38)*0.02,0.4-(time -38)*0.02
[State 中8]
type = ModifyExplod
trigger1 = NumExplod(21378)
trigger1 = time >= 34+7
ID = 21378
scale 			= 0.4-(time -41)*0.02,0.4-(time -41)*0.02
[State 中9]
type = ModifyExplod
trigger1 = NumExplod(21379)
trigger1 = time >= 38+7
ID = 21379
scale 			= 0.4-(time -45)*0.02,0.4-(time -45)*0.02

[State 遅1]
type = ModifyExplod
trigger1 = NumExplod(21381)
trigger1 = time >= 39+7
ID = 21381
scale 			= 0.35-(time -46)*0.015,0.35-(time -46)*0.015
[State 遅2]
type = ModifyExplod
trigger1 = NumExplod(21382)
trigger1 = time >= 42+7
ID = 21382
scale 			= 0.35-(time -49)*0.015,0.35-(time -49)*0.015
[State 遅3]
type = ModifyExplod
trigger1 = NumExplod(21383)
trigger1 = time >= 45+7
ID = 21383
scale 			= 0.35-(time -52)*0.015,0.35-(time -52)*0.015
[State 遅4]
type = ModifyExplod
trigger1 = NumExplod(21384)
trigger1 = time >= 48+7
ID = 21384
scale 			= 0.35-(time -55)*0.015,0.35-(time -55)*0.015
[State 遅5]
type = ModifyExplod
trigger1 = NumExplod(21385)
trigger1 = time >= 50+7
ID = 21385
scale 			= 0.35-(time -57)*0.015,0.35-(time -57)*0.015
[State 遅6]
type = ModifyExplod
trigger1 = NumExplod(21386)
trigger1 = time >= 54+7
ID = 21386
scale 			= 0.35-(time -61)*0.015,0.35-(time -61)*0.015
[State 遅7]
type = ModifyExplod
trigger1 = NumExplod(21387)
trigger1 = time >= 56+7
ID = 21387
scale 			= 0.35-(time -63)*0.015,0.35-(time -63)*0.015
[State 遅8]
type = ModifyExplod
trigger1 = NumExplod(21388)
trigger1 = time >= 58+7
ID = 21388
scale 			= 0.35-(time -65)*0.015,0.35-(time -65)*0.015
[State 遅9]
type = ModifyExplod
trigger1 = NumExplod(21389)
trigger1 = time >= 60+7
ID = 21389
scale 			= 0.35-(time -67)*0.015,0.35-(time -67)*0.015

[State デス]
Type = DestroySelf
trigger1 = time >= 90

[State デバッグ表示]
Type = DisplayToClipboard
Trigger1 = 1
text = " var(30):%d ,var(31):%d ,var(32):%d \n"
params = var(30),var(31),var(32)
IgnoreHitPause = 1

;---------------------------------------------------------------------------
;helperシマツリ3用暗転セット
;---------------------------------------------------------------------------
;var(12) 親Sトランス用
;var(13) 親Dトランス用
;var(15) 子ヘルパPosX用
;var(16) 子ヘルパPosY用ﾞ
;var(22)子ヘルパー放射状光（赤）角度用
;var(51)背景パルフィクス用R
;var(52)背景パルフィクス用G
;var(53)背景パルフィクス用B

;sprpriority
;-15	黒バック2			(Explod)main
;-14	文字　不動明王		(Explod)main
;-12	床					(Explod)Bset
;-12	カットイン			(Explod)
;-11	バックライン		(Explod)Cset
;-10	光柱				(Explod)Dset
;3		リングA1外向き		(Explod)Dset
;3		リングA2（円）		(Explod)Dset
;3		リングB（楕円)
;3		リングA3（円）白	(Explod)Dset
;3		文字輪
;3		集束する光			(Explod)Dset
;3		放射状光（赤）
;3		円軌道ライン
;25		黒バック3			(Explod)main
;30		フラッシュ(親)		(Explod)
;30		大剣閃1 hit目(親)	(Explod)
;30		大剣閃44hit目(親)

[Statedef 21500]
type = A
ctrl = 0
anim = 12000
sprpriority = -15

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

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

[State カットイン右向き]
type = Explod
trigger1 = root,facing = 1
trigger1 = time = 0
anim 			= 10230
postype 		= left
pos 			= 50,120
scale 			= 0.5,0.5
SuperMoveTime 	= 1000
PauseMoveTime 	= 1000
sprpriority 	= -12
IgnoreHitPause = 1
id = 10230
[State カットイン右向き剣オーラ]
type = Explod
trigger1 = root,facing = 1
trigger1 = time = 0
anim 			= 10235
postype 		= left
pos 			= 50,120
scale 			= 0.5,0.5
SuperMoveTime 	= 1000
PauseMoveTime 	= 1000
sprpriority 	= -12
IgnoreHitPause = 1
id = 10235

[State カットイン左向き]
type = Explod
trigger1 = root,facing = -1
trigger1 = time = 0
anim 			= 10231
postype 		= right
pos 			= -50,120
scale 			= 0.5,0.5
SuperMoveTime 	= 1000
PauseMoveTime 	= 1000
sprpriority 	= -12
IgnoreHitPause = 1
id = 10231
[State カットイン左向き剣オーラ]
type = Explod
trigger1 = root,facing = -1
trigger1 = time = 0
anim 			= 10236
postype 		= right
pos 			= -50,120
scale 			= 0.5,0.5
SuperMoveTime 	= 1000
PauseMoveTime 	= 1000
sprpriority 	= -12
IgnoreHitPause = 1
id = 10236

[State カットイン右向きサイズ]
type = ModifyExplod
trigger1 = time >= 52
ID = 10230
scale = 0.5+((time -52)*0.025), 0.5+((time -52)*0.025)
IgnoreHitPause = 1
Persistent = 1
[State カットイン右向き剣オーラサイズ]
type = ModifyExplod
trigger1 = time >= 52
ID = 10235
scale = 0.5+((time -52)*0.025), 0.5+((time -52)*0.025)
IgnoreHitPause = 1
Persistent = 1

[State カットイン左向きサイズ]
type = ModifyExplod
trigger1 = time >= 52
ID = 10231
scale = 0.5+((time -52)*0.025), 0.5+((time -52)*0.025)
IgnoreHitPause = 1
Persistent = 1
[State カットイン左向き剣オーラサイズ]
type = ModifyExplod
trigger1 = time >= 52
ID = 10236
scale = 0.5+((time -52)*0.025), 0.5+((time -52)*0.025)
IgnoreHitPause = 1
Persistent = 1


;======================================黒バック

;=============================黒バック1（ライフバー隠さない）
[State タイム代用]
type = VarAdd
trigger1 = var(35) >= 1
var(35) = 1
Persistent = 1
[State タイム代用]
type = VarSet
trigger1 = root,stateno = 3703
trigger1 = root,Time >= 1
var(35) = 1
Persistent = 0

;アルカナ別背景色-----------------------
[State 背景初期値]
type = null
trigger1 = var(35) = 1
trigger1 = var(51) := -256
trigger1 = var(52) := -256
trigger1 = var(53) := -256

[State 背景フェードインR]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(35) = [450,453]
var(51) = 64
[State 背景フェードインG]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(35) = [450,453]
var(52) = 64
[State 背景フェードインB]
type = VarAdd
trigger1 = NumHelper(40410) = 0
trigger1 = var(35) = [450,453]
var(53) = 64

[State 背景フェードインR];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(35) = [450,453]
var(51) = floor((256+helper(40410),var(54))/4)
[State 背景フェードインG];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(35) = [450,453]
var(52) = floor((256+helper(40410),var(55))/4)
[State 背景フェードインB];フォース展開時
type = VarAdd
trigger1 = NumHelper(40410)
trigger1 = var(35) = [450,453]
var(53) = floor((256+helper(40410),var(56))/4)

[State 背景フェードイン]
type = BGPalFX
trigger1 = !WinKO
trigger1 = var(35) >= 450
time = 1
add = var(51),var(52),var(53)

[State 背景消し]
type = AssertSpecial
trigger1 = var(35) = [1,450]
flag = NoFG
flag2= NoBG

[State 音消し・タイマーフリーズ]
type = AssertSpecial
trigger1 = var(35) = [1,460]
flag = NoMusic
flag2= TimerFreeze
;アルカナ別背景色-----------------------


;=============================黒バック2（ライフバー隠す）
[State 黒バック2]
type = Explod
trigger1 = time = 0
Anim 			= 12001
PosType 		= P1
Scale 			= 20,20
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -15
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 21511

[State フェードアウトスイッチ];ヒット
type = VarSet
triggerall = var(4) = 0
trigger1 = root,stateno = 3703 && root,AnimElemTime(24) = 1
var(4) = 1
IgnoreHitPause = 1
persistent = 0
[State フェードアウトスイッチ];空振り
type = VarSet
triggerall = var(4) = 0
trigger1 = root,stateno = 3701 && root,AnimElemTime(5) = 1
trigger2 = root,stateno != [3700,3705]
var(4) = 2
IgnoreHitPause = 1
persistent = 0

[State Dトランス]
type = VarSet
trigger1 = time = 0
var(2) = 256
IgnoreHitPause = 1
persistent = 1
[State Dフェードイン]
type = VarAdd
triggerall = var(4) = 0
triggerall = var(2) > 0
trigger1 = time >= 1
var(2) = -6
IgnoreHitPause = 1
persistent = 1
[State Dフェードイン限界]
type = VarSet
triggerall = var(4) = 0
trigger1 = var(2) < 0
var(2) = 0
IgnoreHitPause = 1
persistent = 1

[State Dフェードアウト];ヒット
type = VarAdd
trigger1 = NumExplod(21511)
trigger1 = var(4) = 1
var(2) = 13
IgnoreHitPause = 1
persistent = 1
[State Dフェードアウト];空振り
type = VarAdd
trigger1 = NumExplod(21511)
trigger1 = var(4) = 2
var(2) = 32
IgnoreHitPause = 1
persistent = 1

[State 黒バック2]
type = ModifyExplod
trigger1 = NumExplod(21511)
ID = 21511
trans 			= addalpha
alpha 			= 256,var(2)

[State 消去　黒バック2]
type = RemoveExplod
trigger1 = var(2) > 256
trigger1 = var(4) >= 1
trigger2 = root,StateNo != [3700,3706]
ID = 21511




;=============================黒バック3（全部隠す）
[State 黒バック3]
type = Explod
Trigger1 = root,StateNo = 3701 && root,AnimElemTime(1) = 0
Anim 			= 12001
PosType 		= P1
Scale 			= 20,20
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 25
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21512

[State フェードアウトスイッチ];ヒット
type = VarSet
triggerall = var(5) = 0
trigger1 = root,stateno = 3703 && root,AnimElemTime(3) = 2
var(5) = 1
IgnoreHitPause = 1
persistent = 0
[State フェードアウトスイッチ];空振り
type = VarSet
triggerall = var(5) = 0
trigger1 = root,stateno = 3701 && root,AnimElemTime(3) = 14
trigger2 = root,stateno != [3700,3705]
var(5) = 2
IgnoreHitPause = 1
persistent = 0

[State Dフェードアウト]
type = VarAdd
trigger1 = var(5) = 1
var(3) = 1
IgnoreHitPause = 1
persistent = 1
[State Dフェードアウト]
type = VarAdd
trigger1 = var(5) = 2
var(3) = 32
IgnoreHitPause = 1
persistent = 1

[State 黒バック3]
type = ModifyExplod
trigger1 = NumExplod(21512)
ID = 21512
trans 			= addalpha
alpha 			= 256,var(3)

[State 消去　黒バック3]
type = RemoveExplod
trigger1 = var(3) >= 256
trigger1 = var(5) >= 1
trigger2 = root,StateNo != [3700,3706]
ID = 21512


;=============================文字　不動明王
[State 文字　不動明王]
type = Explod
Trigger1 = root,StateNo = 3703 && root,AnimElemTime(1) = 0
Anim 			= 21599
PosType 		= P1
Pos 			= 0,-5
Scale 			= 0.5,0.5
BindTime 		= -1
SprPriority 	= -14
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21599

[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(35) >= 298
trigger1 = var(0) >= 0
var(0) = -9

[State 文字　不動明王]
type = ModifyExplod
trigger1 = NumExplod(21599)
ID = 21599
trans 			= addalpha
alpha 			= var(0),256

[State 消去　文字　不動明王]
type = RemoveExplod
trigger1 = var(0) <= 0
trigger2 = root,StateNo != [3700,3706]
ID = 21599







;ヘルパー-------------------------

[State 床セット]
Type = Helper
Trigger1 = time = 0
StateNo 		= 21520
ID 				= 21520
name 			= "yuka"
PosType 		= left
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State バックラインセット]
Type = Helper
Trigger1 = time = 0
StateNo 		= 21530
ID 				= ifelse(root,facing=1,21530,21531)
name 			= "backline"
PosType 		= left
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State イクスプロッドセット]
Type = Helper
Trigger1 = time = 0
StateNo 		= 21550
ID 				= 21550
name 			= "explod set"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

;[State 文字輪1]
;Type = null;Helper
;Trigger1 = time = 4
;StateNo 		= 21560
;ID 				= 21561
;name 			= "mojiwa1"
;PosType 		= P1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0
;[State 文字輪2]
;Type = null;Helper
;Trigger1 = time = 16
;StateNo 		= 21560
;ID 				= 21562
;name 			= "mojiwa2"
;PosType 		= P1
;SuperMoveTime 	= 999999999999
;PauseMoveTime 	= 999999999999
;IgnoreHitPause = 1
;Persistent = 0
;;[State 文字輪3]
;;Type = null;Helper
;;Trigger1 = time = 16
;;StateNo 		= 21560
;;ID 				= 21563
;;name 			= "mojiwa3"
;;PosType 		= P1
;;SuperMoveTime 	= 999999999999
;;PauseMoveTime 	= 999999999999
;;IgnoreHitPause = 1
;;Persistent = 0

[State リングB1（楕円）]
Type = Helper
Trigger1 = time = 28
Trigger2 = time = 30
StateNo 		= 21552
ID 				= ifelse(time < 30,21552,21553)
name 			= "LingB"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1


[State 子ヘルパー放射状光（赤）角度用]
type = VarSet
trigger1 = time = 0
var(22) = random%360

[State 放射状光1（赤）]
Type = Helper
Trigger1 = time = 26
StateNo 		= 21580
ID 				= 21581
name 			= "Aka1"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 放射状光2（赤）]
Type = Helper
Trigger1 = time = 26
StateNo 		= 21580
ID 				= 21582
name 			= "Aka2"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 放射状光3（赤）]
Type = Helper
Trigger1 = time = 26
StateNo 		= 21580
ID 				= 21583
name 			= "Aka3"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 放射状光4（赤）]
Type = Helper
Trigger1 = time = 26
StateNo 		= 21580
ID 				= 21584
name 			= "Aka4"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 放射状光5（赤）]
Type = Helper
Trigger1 = time = 26
StateNo 		= 21580
ID 				= 21585
name 			= "Aka5"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 放射状光6（赤）]
Type = Helper
Trigger1 = time = 26
StateNo 		= 21580
ID 				= 21586
name 			= "Aka6"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 放射状光7（赤）]
Type = Helper
Trigger1 = time = 26
StateNo 		= 21580
ID 				= 21587
name 			= "Aka7"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 放射状光8（赤）]
Type = Helper
Trigger1 = time = 26
StateNo 		= 21580
ID 				= 21588
name 			= "Aka8"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
[State 放射状光9（赤）]
Type = Helper
Trigger1 = time = 26
StateNo 		= 21580
ID 				= 21589
name 			= "Aka9"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0

[State 円軌道ライン]
Type = Helper
Trigger1 = time = 24
Trigger2 = time = 28
StateNo 		= 21590
ID 				= ifelse(time < 28,21591,21592)
name 			= "en"
PosType 		= P1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1

;ヘルパー-------------------------


[State 親Sトランス]
type = VarSet
trigger1 = time = 0
var(12) = 256
[State 親Dトランス]
type = VarSet
trigger1 = time = 0
var(13) = 0

[State 親Sフェードアウト]
type = VarAdd
trigger1 = root,stateno = 3700 && root,AnimElemTime(8) >= 1
var(12) = -6
[State 親Dフェードアウト]
type = VarAdd
trigger1 = root,stateno = 3700 && root,AnimElemTime(8) >= 1
var(13) = 6

[State デス]
type = DestroySelf
triggerall = NumHelper(21520) = 0;床セット
triggerall = NumHelper(21530) = 0;バックラインセット
triggerall = NumHelper(21550) = 0;イクスプロッドセット
triggerall = NumHelper(21561) = 0;文字輪1
triggerall = NumHelper(21562) = 0;文字輪2
;triggerall = NumHelper(21563) = 0;文字輪3（未使用）
triggerall = NumHelper(21552) = 0;リングB1（楕円）
triggerall = NumHelper(21553) = 0;リングB2（楕円）
triggerall = NumHelper(21581) = 0;放射状光1
triggerall = NumHelper(21582) = 0;放射状光2
triggerall = NumHelper(21583) = 0;放射状光3
triggerall = NumHelper(21584) = 0;放射状光4
triggerall = NumHelper(21585) = 0;放射状光5
triggerall = NumHelper(21586) = 0;放射状光6
triggerall = NumHelper(21587) = 0;放射状光7
triggerall = NumHelper(21588) = 0;放射状光8
triggerall = NumHelper(21589) = 0;放射状光9
triggerall = NumHelper(21590) = 0;円軌道ライン
triggerall = NumExplod(21511) = 0;黒バック2
triggerall = NumExplod(21512) = 0;黒バック3
triggerall = NumExplod(21599) = 0;文字　不動明王
;ヒット
trigger1 = var(4) = 1
trigger1 = var(5) = 1
trigger1 = var(35) >= 460
;空振り
trigger2 = var(4) = 2
trigger2 = var(5) = 2

trigger3 = win

;---------------------------------------------------------------------------
;helper シマツリ3用　床セット
;---------------------------------------------------------------------------
;var(0)	トランス用S

[Statedef 21520]
type = A
ctrl = 0
anim = 12000
sprpriority = -12

[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XY]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+160
y = 0
IgnoreHitPause = 1
persistent = 1

;イクスプロッド--------------------------
;トランス
[State Sフェードイン]
type = VarAdd
trigger1 = time >= 1
trigger1 = var(0) <= 256
var(0) = 6

[State 床0]
type = Explod
Trigger1 = time = 0
anim 			= 21520
postype 		= P1
pos 			= 0,0
vel 			= 16*root,facing
scale 			= 0.64,0.25
removetime 		= 21
sprpriority 	= -12
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21520

[State 床0]
type = ModifyExplod
trigger1 = NumExplod(21520)
ID = 21520
trans 			= addalpha
alpha 			= var(0),256

[State 消去　床0]
type = RemoveExplod
trigger1 = root,stateno != 3700
ID = 21520


[State 床1]
type = Explod
Trigger1 = time >= 0
anim 			= 21520
postype 		= P1
pos 			= ifelse(root,facing = 1,-320,320),0
vel 			= 16*root,facing
scale 			= 0.64,0.25
removetime 		= 40
sprpriority 	= -12
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 40
ID = 21521
[State 床2]
type = Explod
Trigger1 = time >= 20
anim 			= 21520
postype 		= P1
pos 			= ifelse(root,facing = 1,-320,320),0
vel 			= 16*root,facing
scale 			= 0.64,0.25
removetime 		= 40
sprpriority 	= -12
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 40
ID = 21521

[State 床1,2]
type = ModifyExplod
trigger1 = NumExplod(21521)
ID = 21521
trans 			= addalpha
alpha 			= var(0),256

[State 消去　床1,2]
type = RemoveExplod
trigger1 = root,stateno != 3700
ID = 21521

;イクスプロッド--------------------------

[State デス]
type = DestroySelf
trigger1 = root,stateno != 3700
trigger1 = NumExplod(21520) = 0
trigger1 = NumExplod(21521) = 0

;---------------------------------------------------------------------------
;helper シマツリ3用　バックラインセット
;---------------------------------------------------------------------------
;var(9)	親の向き
;fvar(11)エクスプロードサイズ用1
;fvar(12)エクスプロードサイズ用2
;fvar(13)エクスプロードサイズ用3
;fvar(14)エクスプロードサイズ用4
;fvar(15)エクスプロードサイズ用5
;fvar(16)エクスプロードサイズ用6
;fvar(17)エクスプロードサイズ用7

[Statedef 21530]
type = A
ctrl = 0
anim = 12000
sprpriority = -12

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

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

[State ポス]
type = PosSet
trigger1 = 1
x = (Pos x - ScreenPos x)+ifelse(IsHelper(21530),320,0)
y = (Pos y - ScreenPos y)
IgnoreHitPause = 1
persistent = 1

[State 親の向き]
type = null
triggerall = time = 0
trigger1 = IsHelper(21530)
trigger1 = var(9) := 1
trigger2 = IsHelper(21531)
trigger2 = var(9) := -1
persistent = 0

[State 速度]
type = VarSet
trigger1 = 1
var(3) = 13+random%3
persistent = 1

[State ポス指定1 Y 60-120]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(11) = 0
trigger1 = NumExplod(21531) = 0
trigger1 = time >= 1
anim 			= 21531;+random%4
postype 		= p1
pos 			= 150*var(9),90
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21531
[State ポス指定2 Y 180-240]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(12) = 0
trigger1 = NumExplod(21532) = 0
trigger1 = time >= 15
anim 			= 21531
postype 		= p1
pos 			= 150*var(9),210
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21532
[State ポス指定3 Y 0-60]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(13) = 0
trigger1 = NumExplod(21533) = 0
trigger1 = time >= 30
anim 			= 21531
postype 		= p1
pos 			= 150*var(9),30
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21533
[State ポス指定4 Y 120-180]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(14) = 0
trigger1 = NumExplod(21534) = 0
trigger1 = time >= 45
anim = 21531
postype 		= p1
pos 			= 150*var(9),150
random 			= 0,60
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21534

[State アニメランダム1]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(15) = 0
trigger1 = NumExplod(21535) = 0
trigger1 = time >= 7
anim = 21532+random%3
postype 		= p1
pos 			= 150*var(9),40
random 			= 0,80
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21535
[State アニメランダム2]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(16) = 0
trigger1 = NumExplod(21536) = 0
trigger1 = time >= 23
anim 			= 21532+random%3
postype 		= p1
pos 			= 150*var(9),120
random 			= 0,80
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21536
[State アニメランダム3]
type = Explod
trigger1 = var(4) = 0
trigger1 = fvar(17) = 0
trigger1 = NumExplod(21537) = 0
trigger1 = time >= 38
anim 			= 21532+random%3
postype 		= p1
pos 			= 150*var(9),200
random 			= 0,80
facing 			= var(9)
vel 			= -var(3)*var(9),0
Scale 			= 0.5,0.5
BindTime 		= 1
SprPriority 	= 0
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 1
ID = 21537

;サイズ
[State サイズXリセット]
type = null
trigger1 = NumExplod(21531) = 0
trigger1 = fvar(11) := 0
trigger2 = NumExplod(21532) = 0
trigger2 = fvar(12) := 0
trigger3 = NumExplod(21533) = 0
trigger3 = fvar(13) := 0
trigger4 = NumExplod(21534) = 0
trigger4 = fvar(14) := 0
trigger5 = NumExplod(21535) = 0
trigger5 = fvar(15) := 0
trigger6 = NumExplod(21536) = 0
trigger6 = fvar(16) := 0
trigger7 = NumExplod(21537) = 0
trigger7 = fvar(17) := 0

[State 1]
type = VarAdd
trigger1 = NumExplod(21531) = 1
fvar(11) = 0.03
[State 2]
type = VarAdd
trigger1 = NumExplod(21532) = 1
fvar(12) = 0.03
[State 3]
type = VarAdd
trigger1 = NumExplod(21533) = 1
fvar(13) = 0.03
[State 4]
type = VarAdd
trigger1 = NumExplod(21534) = 1
fvar(14) = 0.03

[State 5]
type = VarAdd
trigger1 = NumExplod(21535) = 1
fvar(15) = 0.02
[State 6]
type = VarAdd
trigger1 = NumExplod(21536) = 1
fvar(16) = 0.02
[State 7]
type = VarAdd
trigger1 = NumExplod(21537) = 1
fvar(17) = 0.02

[State 1]
type = ModifyExplod
trigger1 = NumExplod(21531)
Scale = 0.3+fvar(11),0.5
ID = 21531
[State 2]
type = ModifyExplod
trigger1 = NumExplod(21532)
Scale = 0.3+fvar(12),0.5
ID = 21532
[State 3]
type = ModifyExplod
trigger1 = NumExplod(21533)
Scale = 0.3+fvar(13),0.4
ID = 21533
[State 4]
type = ModifyExplod
trigger1 = NumExplod(21534)
Scale = 0.3+fvar(14),0.4
ID = 21534

[State 5]
type = ModifyExplod
trigger1 = NumExplod(21535)
Scale = 0.2+fvar(15),0.4
ID = 21535
[State 6]
type = ModifyExplod
trigger1 = NumExplod(21536)
Scale = 0.2+fvar(16),0.3
ID = 21536
[State 7]
type = ModifyExplod
trigger1 = NumExplod(21537)
Scale = 0.2+fvar(17),0.3
ID = 21537

;デス
[State ポス指定1消去]
type = RemoveExplod
trigger1 = root,stateno != 3700
ID = 21531
[State ポス指定2消去]
type = RemoveExplod
trigger1 = root,stateno != 3700
ID = 21532
[State ポス指定3消去]
type = RemoveExplod
trigger1 = root,stateno != 3700
ID = 21533
[State ポス指定4消去]
type = RemoveExplod
trigger1 = root,stateno != 3700
ID = 21534

[State ランダム1消去]
type = RemoveExplod
trigger1 = root,stateno != 3700
ID = 21535
[State ランダム2消去]
type = RemoveExplod
trigger1 = root,stateno != 3700
ID = 21536
[State ランダム3消去]
type = RemoveExplod
trigger1 = root,stateno != 3700
ID = 21537

[State デス]
type = DestroySelf
trigger1 = root,stateno != 3700

;---------------------------------------------------------------------------
;helper シマツリ3用　バックラインセット　ナウマクサマンダバザラダンカン
;---------------------------------------------------------------------------
;
;[Statedef 21539];旧バージョン
;type = A
;ctrl = 0
;anim = 12000
;sprpriority = -12
;
;[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 = 1
;x = (Pos x - ScreenPos x)+ifelse(root,facing=1,320,0)
;y = (Pos y - ScreenPos y)
;IgnoreHitPause = 1
;persistent = 1
;
;[State 文字ライン上1]
;type = Explod
;trigger1 = time >= 18
;trigger1 = NumExplod(21531) = 0
;anim = 21536+random%3
;pos = 50*root,facing,70
;postype = p1
;random = 50,140
;Scale = 0.5,0.5
;SprPriority = -11
;BindTime = 1
;vel = -18*root,facing
;accel = 0,0
;IgnoreHitPause = 1
;Persistent = 1
;SuperMoveTime = 999999999999
;PauseMoveTime = 999999999999
;ID = 21531
;[State 文字ライン上2]
;type = null;Explod
;trigger1 = time >= 28
;trigger1 = NumExplod(21532) = 0
;anim = 21536+random%3
;pos = 50*root,facing,0
;postype = p1
;random = 50,140
;Scale = 0.5,0.3
;SprPriority = -11
;BindTime = 1
;vel = -15*root,facing
;accel = 0,0
;IgnoreHitPause = 1
;Persistent = 1
;SuperMoveTime = 999999999999
;PauseMoveTime = 999999999999
;ID = 21532
;[State 文字ライン上3]
;type = Explod
;trigger1 = time >= 38
;trigger1 = NumExplod(21533) = 0
;anim = 21536+random%4
;pos = 50*root,facing,0
;postype = p1
;random = 50,140
;Scale = 0.5,0.3
;SprPriority = -11
;BindTime = 1
;vel = -14*root,facing
;accel = 0,0
;IgnoreHitPause = 1
;Persistent = 1
;SuperMoveTime = 999999999999
;PauseMoveTime = 999999999999
;ID = 21533
;
;[State 文字ライン下1]
;type = Explod
;trigger1 = time >= 24
;trigger1 = NumExplod(21534) = 0
;anim = 21536+random%3
;pos = 50*root,facing,210
;postype = p1
;random = 50,140
;Scale = 0.5,0.5
;SprPriority = -11
;BindTime = 1
;vel = -17*root,facing
;accel = 0,0
;IgnoreHitPause = 1
;Persistent = 1
;SuperMoveTime = 999999999999
;PauseMoveTime = 999999999999
;ID = 21534
;[State 文字ライン下2]
;type = null;Explod
;
;trigger1 = time >= 30
;trigger1 = NumExplod(21535) = 0
;anim = 21536+random%3
;pos = 50*root,facing,210
;postype = p1
;random = 50,140
;Scale = 0.5,0.3
;SprPriority = -11
;BindTime = 1
;vel = -16*root,facing
;accel = 0,0
;IgnoreHitPause = 1
;Persistent = 1
;SuperMoveTime = 999999999999
;PauseMoveTime = 999999999999
;ID = 21535
;[State 文字ライン下3]
;type = Explod
;trigger1 = time >= 34
;trigger1 = NumExplod(21536) = 0
;anim = 21536+random%4
;pos = 50*root,facing,210
;postype = p1
;random = 50,140
;Scale = 0.5,0.3
;SprPriority = -11
;BindTime = 1
;vel = -13*root,facing
;accel = 0,0
;IgnoreHitPause = 1
;Persistent = 1
;SuperMoveTime = 999999999999
;PauseMoveTime = 999999999999
;ID = 21536
;
;[State デス]
;type = DestroySelf
;trigger1 = root,stateno != 3700
;
;---------------------------------------------------------------------------
;helper シマツリ3用　イクスプロッドセット
;---------------------------------------------------------------------------
;var(0)	イクスプロッド　トランス用
;var(1)	イクスプロッド　トランス用
;var(2)	イクスプロッド　トランス用
;var(3)	イクスプロッド　トランス用
;var(4)	イクスプロッド　トランス用
;var(5)	イクスプロッド　トランス用
;var(6)	イクスプロッド　トランス用
;fvar(11)エクスプロードサイズ用1
;fvar(12)エクスプロードサイズ用2
;fvar(13)エクスプロードサイズ用3
;fvar(14)エクスプロードサイズ用4
;fvar(15)エクスプロードサイズ用5
;fvar(16)エクスプロードサイズ用6

[Statedef 21550]
type = A
ctrl = 0
anim = 12000
sprpriority = 3

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

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

[State ポスXY]
type = PosSet
trigger1 = time = 0
x = floor(root,Pos X)-13*root,facing
y = floor(root,Pos Y)-86
IgnoreHitPause = 1
persistent = 1

;イクスプロッド--------------------------

;光柱-----------------------------
[State Sフェードイン　光柱]
type = VarAdd
trigger1 = time > 0
trigger1 = var(0) < 256
var(0) = 128

[State サイズY　光柱]
type = VarSet
trigger1 = time = 0
fvar(11) = 0.5
[State 時間経過サイズY　光柱]
type = VarAdd
trigger1 = time >= 5
fvar(11) = -0.015

[State 光柱]
type = Explod
trigger1 = time = 0
Anim 			= 21501
Postype 		= P1
bindtime 		= -1
Sprpriority 	= -10
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21501

[State 光柱]
type = ModifyExplod
trigger1 = NumExplod(21501)
ID = 21501
scale 			= 20,fvar(11)
trans 			= addalpha
alpha 			= var(0),256

[State 消去　光柱]
type = RemoveExplod
trigger1 = fvar(11) <= 0
trigger2 = root,StateNo != 3700
ID = 21501

;光柱-----------------------------

;中心光---------------------------

[State Sトランス]
type = VarAdd
trigger1 = time = [10,13]
var(1) = 64
[State Sフェードアウト]
type = VarAdd
trigger1 = time > 43
var(1) = -32

[State 中心光]
type = Explod
Trigger1 = time = 10
Anim 			= 21502
Postype 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
scale 			= 0.5,0.5
bindtime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21502

[State 中心光]
type = ModifyExplod
trigger1 = NumExplod(21502)
ID = 21502
trans 			= addalpha
alpha 			= var(1),256

[State 消去　中心光]
type = RemoveExplod
trigger1 = var(1) < 0
trigger2 = root,StateNo != 3700
ID = 21502
;中心光---------------------------

;リングA1外向き-------------------
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(2) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time > 18
var(2) = -12

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(12) = 0.75
[State 時間経過サイズ]
type = VarAdd
trigger1 = NumExplod(21550)
fvar(12) = 0.003

[State リングA1外向き]
type = Explod
Trigger1 = time = 8
Anim 			= 21550
Postype 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
bindtime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21550

[State リングA1外向き]
type = ModifyExplod
trigger1 = NumExplod(21550)
ID = 21550
trans 			= addalpha
alpha 			= var(2),256
scale 			= fvar(12),fvar(12)

[State 消去　リングA1外向き]
type = RemoveExplod
trigger1 = var(2) < 0
trigger2 = root,StateNo != 3700
ID = 21550

;リングA1外向き-------------------

;リングA2（円）-------------------
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(3) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time > 30
var(3) = -12

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(13) = 0.85
[State 時間経過サイズ]
type = VarAdd
trigger1 = NumExplod(21551)
fvar(13) = 0.05

[State リングA2（円）]
type = Explod
Trigger1 = time = 24
Anim 			= 21551
Postype 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
bindtime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21551

[State リングA2（円）]
type = ModifyExplod
trigger1 = NumExplod(21551)
ID = 21551
trans 			= addalpha
alpha 			= var(3),256
scale 			= fvar(13),fvar(13)

[State 消去　リングA2（円）]
type = RemoveExplod
trigger1 = var(3) < 0
trigger2 = root,StateNo != 3700
ID = 21551
;リングA2（円）-------------------

;リングA3（円）白-----------------
[State Sトランス]
type = VarSet
trigger1 = time = 0
var(4) = 256
[State Sフェードアウト]
type = VarAdd
trigger1 = time > 30
var(4) = -12

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(14) = 0.85
[State 時間経過サイズ]
type = VarAdd
trigger1 = time > 30
fvar(14) = 0.05

[State リングA3（円）白]
type = Explod
Trigger1 = time = 22
Anim 			= 21555
Postype 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
bindtime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21555

[State リングA3（円）白]
type = ModifyExplod
trigger1 = NumExplod(21555)
ID = 21555
trans 			= addalpha
alpha 			= var(4),256
scale 			= fvar(14),fvar(14)

[State 消去　リングA3（円）白]
type = RemoveExplod
trigger1 = var(4) < 0
trigger2 = root,StateNo != 3700
ID = 21555

;リングA3（円）白-----------------

;集束する光白1--------------------
[State Sフェードイン]
type = VarAdd
trigger1 = var(5) < 256
var(5) = 64

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(15) = 0.75
[State 時間経過サイズ]
type = VarAdd
trigger1 = time > 1
fvar(15) = -0.05

[State 集束する光白1]
type = Explod
Trigger1 = time = 0
Anim 			= 21570
Postype 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
bindtime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21570

[State 集束する光白1]
type = ModifyExplod
trigger1 = NumExplod(21570)
ID = 21570
trans 			= addalpha
alpha 			= var(5),256
scale 			= fvar(15),fvar(15)

[State 消去　集束する光白1]
type = RemoveExplod
trigger1 = fvar(15) < 0
trigger2 = root,StateNo != 3700
ID = 21570

;集束する光白1--------------------

;集束する光2白--------------------
[State Sフェードイン]
type = VarAdd
trigger1 = NumExplod(21571)
trigger1 = var(6) < 256
var(6) = 64

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(16) = 1.25
[State 時間経過サイズ]
type = VarAdd
trigger1 = time > 11
fvar(16) = -0.05

[State 集束する光白2]
type = Explod
Trigger1 = time = 10
Anim 			= 21571
Postype 		= P1
facing 			= ifelse(random%2=0,1,-1)
vfacing 		= ifelse(random%2=0,1,-1)
bindtime 		= -1
Sprpriority 	= 3
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
persistent = 0
ID = 21571

[State 集束する光白2]
type = ModifyExplod
trigger1 = NumExplod(21571)
ID = 21571
trans 			= addalpha
alpha 			= var(6),256
scale 			= fvar(16),fvar(16)

[State 消去　集束する光白2]
type = RemoveExplod
trigger1 = fvar(16) < 0
trigger2 = root,StateNo != 3700
ID = 21571
;集束する光2白--------------------

;イクスプロッド--------------------------

[State デス]
Type = DestroySelf
trigger1 = time > 30
trigger1 = NumExplod(21501) = 0
trigger1 = NumExplod(21502) = 0
trigger1 = NumExplod(21550) = 0
trigger1 = NumExplod(21551) = 0
trigger1 = NumExplod(21555) = 0
trigger1 = NumExplod(21570) = 0
trigger1 = NumExplod(21571) = 0
trigger2 = root,StateNo != 3700

;---------------------------------------------------------------------------
;helper シマツリ3用　リングB（楕円）
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 21552]
type = A
ctrl = 0
anim = 21552
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 ポスXY]
type = PosSet
trigger1 = time = 0
x = floor(root,Pos X)-13*root,facing
y = floor(root,Pos Y)-86
IgnoreHitPause = 1
persistent = 1

;サイズ
[State サイズX]
type = VarSet
triggerall = time = 0
trigger1 = 1
fvar(1) = 1.0
[State サイズY]
type = VarSet
triggerall = time = 0
trigger1 = 1
fvar(2) = 0.4

;時間経過サイズ
[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 1
fvar(1) = 0.15
[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 1
fvar(2) = 0.06

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

;角度
[State 角度]
type = AngleSet
triggerall = time = 0
trigger1 = IsHelper(21552)
trigger1 = var(2) := -45
trigger2 = IsHelper(21553)
trigger2 = var(2) := 45
value = var(2)*root,facing


;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 > 6
var(0) = -16

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = time >= 1
trigger2 = time = 60

;---------------------------------------------------------------------------
;helper (現在未使用)シマツリ3用　文字輪
;---------------------------------------------------------------------------
;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 21560]
type = A
ctrl = 0
anim = 21560
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

;ポス・サイズ
[State ポス・サイズ]
type = null
trigger1 = IsHelper(21561)
trigger1 = var(5)  := -45
trigger1 = var(6)  := 70
trigger1 = fvar(1) := 3.0
trigger1 = fvar(2) := 1.0
trigger2 = IsHelper(21562)
trigger2 = var(5)  := 50
trigger2 = var(6)  := -100
trigger2 = fvar(1) := 2.8
trigger2 = fvar(2) := 1.0
trigger3 = IsHelper(21563)
trigger3 = var(5)  := -30
trigger3 = var(6)  := -50
trigger3 = fvar(1) := 0.8
trigger3 = fvar(2) := 0.8

[State ポスXY]
type = PosSet
trigger1 = time = 0
x = floor(root,Pos X)-(13+var(5))*root,facing
y = floor(root,Pos Y)-(86+var(6))
IgnoreHitPause = 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 = 0

;トランス　デス
[State Sフェードイン]
type = VarAdd
trigger1 = time >= 1
trigger1 = time <= 8
trigger1 = var(0) < 256
var(0) = 32
IgnoreHitPause = 1
persistent = 1
[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 20
var(0) = -16
IgnoreHitPause = 1
persistent = 1

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

[State デス]
type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = time > 1

;---------------------------------------------------------------------------
;helper シマツリ3用　放射状光（赤）
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;fvar(1)サイズX
;fvar(2)サイズY

[Statedef 21580]
type = A
ctrl = 0
sprpriority = 3

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

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

[State アニメ1]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(21586)
value = 21581
[State アニメ2]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(21582)
trigger2 = IsHelper(21585)
value = 21582
[State アニメ3]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(21581)
trigger2 = IsHelper(21583)
trigger3 = IsHelper(21584)
trigger4 = IsHelper(21587)
trigger5 = IsHelper(21588)
value = 21583
[State アニメ4]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(21589)
value = 21584

[State ポスXY]
type = PosSet
trigger1 = time = 0
x = floor(root,Pos X)-13*root,facing
y = floor(root,Pos Y)-86
IgnoreHitPause = 1
persistent = 1

;サイズ
[State サイズ]
type = null
triggerall = time = 0
trigger1 = fvar(1) := 1.3
trigger1 = fvar(2) := 1.0
[State 時間経過サイズX]
type = VarAdd
trigger1 = time >= 1
fvar(1) = 0.01
[State 時間経過サイズY]
type = VarAdd
trigger1 = time >= 1
fvar(2) = 0.01

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

[State 角度]
type = AngleSet
triggerall = time = 0
trigger1 = IsHelper(21581)
trigger1 = var(2) := 10
trigger2 = IsHelper(21582)
trigger2 = var(2) := 45
trigger3 = IsHelper(21583)
trigger3 = var(2) := 95
trigger4 = IsHelper(21584)
trigger4 = var(2) := 135
trigger5 = IsHelper(21585)
trigger5 = var(2) := 165
trigger6 = IsHelper(21586)
trigger6 = var(2) := 190
trigger7 = IsHelper(21587)
trigger7 = var(2) := 225
trigger8 = IsHelper(21588)
trigger8 = var(2) := 280
trigger9 = IsHelper(21589)
trigger9 = var(2) := 330
value = parent,var(22)+var(2)

;トランス　デス
[State Sフェードイン]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 5
trigger1 = var(0) < 256
var(0) = 64

[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 12
var(0) = -32

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = time >= 1
trigger2 = time = 60

;---------------------------------------------------------------------------
;helper シマツリ3用　円軌道ライン
;---------------------------------------------------------------------------
;var(0)	トランス用S
;var(2) 角度
;fvar(0)サイズXY

[Statedef 21590]
type = A
ctrl = 0
sprpriority = 3
anim = 21590

[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XY]
type = PosSet
trigger1 = time = 0
x = floor(root,Pos X)-13*root,facing
y = floor(root,Pos Y)-86
IgnoreHitPause = 1
persistent = 1

;サイズ
[State サイズ]
type = AngleDraw
trigger1 = IsHelper(21591)
trigger1 = fvar(0) := 1.7
trigger2 = IsHelper(21592)
trigger2 = fvar(0) := 1.8
Scale = fvar(0),fvar(0)

;角度
[State 角度]
type = null
triggerall = time = 0
trigger1 = IsHelper(21591)
trigger1 = var(2) := 179
trigger2 = IsHelper(21592)
trigger2 = var(2) := -1
[State 回転]
type = VarAdd
trigger1 = IsHelper(21591)
trigger1 = time >= 5
trigger2 = IsHelper(21592)
trigger1 = time >= 1
var(2) = -10*root,facing
[State 角度]
type = AngleSet
trigger1 = 1
value = var(2)

;トランス　デス
[State Sフェードイン]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 3
trigger1 = var(0) < 256
var(0) = 128

[State Sフェードアウト]
type = VarAdd
trigger1 = time >= 12
var(0) = -64

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

[State デス]
Type = DestroySelf
trigger1 = var(0) <= 0
trigger1 = time >= 1
trigger2 = time = 60

;---------------------------------------------------------------------------
;helper バーストエフェクトセット
;---------------------------------------------------------------------------
;var(1)	イクスプロッド　トランス用
;var(2)	イクスプロッド　トランス用
;var(3)	イクスプロッド　トランス用
;var(4)	イクスプロッド　トランス用
;var(5)	イクスプロッド　トランス用
;var(6)	イクスプロッド　トランス用
;var(7)	イクスプロッド　トランス用
;var(8)	イクスプロッド　トランス用
;var(9)	イクスプロッド　トランス用

;fvar(11)	イクスプロッド　サイズ用
;fvar(12)	イクスプロッド　サイズ用
;fvar(13)	イクスプロッド　サイズ用
;fvar(14)	イクスプロッド　サイズ用
;fvar(15)	イクスプロッド　サイズ用
;fvar(16)	イクスプロッド　サイズ用
;fvar(18)	イクスプロッド　サイズ用
;fvar(19)	イクスプロッド　サイズ用
;fvar(20)	イクスプロッド　サイズ用

[Statedef 40150]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
sprpriority = 1

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

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

[State ポスXY]
type = PosSet
trigger1 = root,StateNo = 40100
trigger1 = root,Anim = 40100
trigger1 = root,AnimElemTime(2) < 0
x = root,Pos X
y = root,Pos Y -65
IgnoreHitPause = 1
persistent = 1

[State seバースト]
type = PlaySnd
trigger1 = time = 1
value 		= s4,7
freqmul 	= 1.25
volume 		= -50
channel 	= 3
Persistent = 0

;イクスプロッド-------------------------

;Priority（同値では上に書くと優先度高）
;+3	中心　青1
;+2	中心　青2
;+3	中心　紫

;+2	もわ青
;+2	もわ紫

;+2	リング内向き
;+2	リング外向き
;+2	リング内減算用○

;+2	放射状1
;+2	放射状2

;+3	文字リング手前
;-1	文字リング奥


;------------------------中心　青1
;[State 中心　青1]
;type = null;Explod
;Trigger1  = time = 0
;Anim 			= 40151
;PosType 		= P1
;BindTime 		= -1
;RemoveTime 		= -1
;SprPriority 	= 3
;PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
;IgnoreHitPause = 1
;Persistent = 0
;ID = 40151

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 0.1
[State サイズ]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 11
trigger1 = fvar(11) < 1.0
fvar(11) = 0.4/10
[State サイズ]
type = VarAdd
trigger1 = time > 11
trigger1 = fvar(11) > 0
fvar(11) = 0.75/10

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(1) = 128
[State フェードアウト]
type = VarAdd
trigger1 = time >= 11
var(1) = -16

[State 中心　青1]
type = ModifyExplod
trigger1 = NumExplod(40151)
ID = 40151
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(1),256
[State 消去　中心　青1]
type = RemoveExplod
trigger1 = NumExplod(40151)
trigger1 = var(1) <= 0
ID = 40151

;------------------------中心　青2
[State 中心　青2]
type = Explod
Trigger1  = time = 0
Anim 			= 40152
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40152

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(12) = 0.1
[State サイズ]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 11
trigger1 = fvar(12) < 1.0
fvar(12) = 0.65/10
[State サイズ]
type = VarAdd
trigger1 = time > 13
trigger1 = fvar(12) > 0
fvar(12) = 0.3/10

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(2) = 64
[State フェードアウト]
type = VarAdd
trigger1 = time >= 11
var(2) = -16

[State 中心　青2]
type = ModifyExplod
trigger1 = NumExplod(40152)
ID = 40152
scale 			= fvar(12),fvar(12)
trans 			= addalpha
alpha 			= var(2),256
[State 消去　中心　青2]
type = RemoveExplod
trigger1 = NumExplod(40152)
trigger1 = var(2) <= 0
ID = 40152

;------------------------中心　紫
[State 中心　紫]
type = Explod
Trigger1  = time = 0
Anim 			= 40153
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 3
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40153

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(13) = 0.1
[State サイズ]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 11
trigger1 = fvar(13) < 1.0
fvar(13) = 0.75/10
[State サイズ]
type = VarAdd
trigger1 = time > 11
trigger1 = fvar(13) > 0
fvar(13) = 0.75/10

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(3) = 192
[State フェードアウト]
type = VarAdd
trigger1 = time >= 11
var(3) = -32

[State 中心　紫]
type = ModifyExplod
trigger1 = NumExplod(40153)
ID = 40153
scale 			= fvar(13),fvar(13)
trans 			= addalpha
alpha 			= var(3),256
[State 消去　中心　紫]
type = RemoveExplod
trigger1 = NumExplod(40153)
trigger1 = var(3) <= 0
ID = 40153

;------------------------もや紫
[State もや紫]
type = Explod
Trigger1  = time = 0
Anim 			= 40155
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40155

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(14) = 0.3
[State サイズ]
type = VarAdd
trigger1 = time >= 1
fvar(14) = ifelse(fvar(14) < 1.5,0.5,0.1)/10

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(4) = 128
[State フェードアウト]
type = VarAdd
trigger1 = time >= 9
var(4) = -16

[State もや紫]
type = ModifyExplod
trigger1 = NumExplod(40155)
ID = 40155
scale 			= fvar(14),fvar(14)
trans 			= addalpha
alpha 			= var(4),256
[State 消去　もや紫]
type = RemoveExplod
trigger1 = NumExplod(40155)
trigger1 = var(4) <= 0
ID = 40155

;------------------------もや青
[State もや青]
type = Explod
Trigger1  = time = 0
Anim 			= 40156
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40156

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(15) = 0.3
[State サイズ]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 11
fvar(15) = 0.5/10
[State サイズ]
type = VarAdd
trigger1 = time > 11
trigger1 = fvar(15) > 0.5
fvar(15) = -0.3/10

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(5) = 256
[State フェードアウト]
type = VarAdd
trigger1 = time >= 11
var(5) = -16

[State もや青]
type = ModifyExplod
trigger1 = NumExplod(40156)
ID = 40156
scale 			= fvar(15),fvar(15)
trans 			= addalpha
alpha 			= var(5),256
[State 消去　もや青]
type = RemoveExplod
trigger1 = NumExplod(40156)
trigger1 = var(5) <= 0
ID = 40156

;------------------------リング内向き
[State リング内向き]
type = Explod
Trigger1  = time = 0
Anim 			= 40161
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40161

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(16) = 0.3
[State サイズ]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 14
fvar(16) = 0.3/13
[State サイズ]
type = VarAdd
trigger1 = time >= 18
fvar(16) = 0.01

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(6) = 256
[State フェードアウト]
type = VarAdd
trigger1 = time >= 18
var(6) = -32

[State リング内向き]
type = ModifyExplod
trigger1 = NumExplod(40161)
ID = 40161
scale 			= fvar(16),fvar(16)
trans 			= addalpha
alpha 			= var(6),256
[State 消去　リング内向き]
type = RemoveExplod
trigger1 = NumExplod(40161)
trigger1 = var(6) <= 0
ID = 40161

;------------------------リング外向き
[State リング外向き]
type = Explod
Trigger1  = time = 12
Anim 			= 40162
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40162

[State フェードイン]
type = VarAdd
trigger1 = time >= 12
trigger1 = time < 18
trigger1 = var(7) < 256
var(7) = 64
[State フェードアウト]
type = VarAdd
trigger1 = time >= 18
var(7) = -32

[State リング外向き]
type = ModifyExplod
trigger1 = NumExplod(40162)
ID = 40162
scale 			= fvar(16),fvar(16)
trans 			= addalpha
alpha 			= var(7),256
[State 消去　リング外向き]
type = RemoveExplod
trigger1 = NumExplod(40162)
trigger1 = var(7) <= 0
ID = 40162

;------------------------リング内減算用
[State リング内減算用]
type = Explod
Trigger1  = time = 8
Anim 			= 40163
PosType 		= P1
BindTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40163

[State リング内減算用]
type = ModifyExplod
trigger1 = NumExplod(40163)
ID = 40163
scale 			= fvar(16)*0.96,fvar(16)*0.96

;------------------------放射状1
[State 放射状1]
type = Explod
Trigger1  = time = 0
Anim 			= 40171
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40171

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(18) = 0.1
[State サイズ]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 10
fvar(18) = 0.5/13
[State サイズ]
type = VarAdd
trigger1 = time > 10
fvar(18) = -0.05

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(8) = 192
[State フェードアウト]
type = VarAdd
trigger1 = time >= 10
trigger1 = var(8) > 0
var(8) = -32

[State 放射状1]
type = ModifyExplod
trigger1 = NumExplod(40171)
ID = 40171
scale 			= fvar(18),fvar(18)
trans 			= addalpha
alpha 			= var(8),256
[State 消去　放射状1]
type = RemoveExplod
trigger1 = NumExplod(40171)
trigger1 = var(8) <= 0
ID = 40171

;------------------------放射状2
[State 放射状1]
type = Explod
Trigger1  = time = 10
Anim 			= 40172
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40172

[State フェードイン]
type = VarAdd
trigger1 = time = [10,11]
var(9) = 64
[State フェードアウト]
type = VarAdd
trigger1 = time >= 18
trigger1 = var(9) > 0
var(9) = -64

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(19) = 0.1
[State サイズ]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 14
fvar(19) = 0.5/13
[State サイズ]
type = VarAdd
trigger1 = time >= 18
fvar(19) = 0.01

[State 放射状1]
type = ModifyExplod
trigger1 = NumExplod(40172)
ID = 40172
scale 			= fvar(19),fvar(19)
trans 			= addalpha
alpha 			= var(9),256
[State 消去　放射状1]
type = RemoveExplod
trigger1 = NumExplod(40172)
trigger1 = var(9) <= 0
ID = 40172

;------------------------文字リング手前
[State 文字リング手前1]
type = Explod
Trigger1  = time = 0
Anim 			= 40181
PosType 		= P1
Pos 			= -9,16
BindTime 		= -1
SprPriority 	= 4
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40181
[State 文字リング手前2]
type = Explod
Trigger1  = time = 0
Anim 			= 40181
PosType 		= P1
Pos 			= 9,16
BindTime 		= -1
facing 			= -1
SprPriority 	= 4
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40181

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(20) = 0.1
[State サイズ]
type = VarAdd
trigger1 = time >= 1
trigger1 = time < 14
fvar(20) = 0.4/13
[State サイズ]
type = VarAdd
trigger1 = time >= 18
fvar(20) = 0.005

[State 文字リング手前]
type = ModifyExplod
trigger1 = NumExplod(40181)
ID = 40181
scale 			= fvar(20),fvar(20)
;------------------------文字リング奥
[State 文字リング手前1]
type = Explod
Trigger1  = time = 0
Anim 			= 40182
PosType 		= P1
Pos 			= -9,16
BindTime 		= -1
SprPriority 	= -1
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40182
[State 文字リング手前2]
type = Explod
Trigger1  = time = 0
Anim 			= 40182
PosType 		= P1
Pos 			= 9,16
BindTime 		= -1
facing 			= -1
SprPriority 	= -1
PauseMoveTime 	= ifelse(root,var(35),root,var(35),0)
IgnoreHitPause = 1
Persistent = 0
ID = 40182

[State 文字リング手前]
type = ModifyExplod
trigger1 = NumExplod(40182)
ID = 40182
scale 			= fvar(20),fvar(20)

;イクスプロッド-------------------------

[State デス]
type = DestroySelf
trigger1 = time > 30
trigger1 = NumExplod(40151) = 0
trigger1 = NumExplod(40152) = 0
trigger1 = NumExplod(40153) = 0
trigger1 = NumExplod(40155) = 0
trigger1 = NumExplod(40156) = 0
trigger1 = NumExplod(40161) = 0
trigger1 = NumExplod(40162) = 0
trigger1 = NumExplod(40163) = 0
trigger1 = NumExplod(40171) = 0
trigger1 = NumExplod(40172) = 0
trigger1 = NumExplod(40181) = 0
trigger1 = NumExplod(40182) = 0

;---------------------------------------------------------------------------
;helper アレンジアルカナフォース発動エフェクト
;---------------------------------------------------------------------------
[Statedef 40400]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000

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

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

[State ポスＹ用]
type = VarSet
trigger1 = time = 0
trigger1 = root,StateNo != 40300
trigger1 = root,StateType = C
var(6) = 30

[State ポスXY]
type = PosSet
trigger1 = time < 6
trigger1 = root,MoveType != H
x = root,Pos X
y = root,Pos Y -65 +var(6)
IgnoreHitPause = 1

[State se]
type = PlaySnd
trigger1 = time = 1
value 		= s4,1
freqmul 	= 0.95
volume 		= 250
channel 	= 3
Persistent = 0

;イクスプロッド-------------------------
;------------------------メイン
[State ]
type = Explod
Trigger1  = time = 0
Anim 			= 40401
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
IgnoreHitPause = 1
Persistent = 0
ID = 40401

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 0.75
[State サイズ]
type = VarAdd
trigger1 = time = [1,4]
fvar(11) = -0.25/4

[State サイズ]
type = VarAdd
trigger1 = time > 9
fvar(11) = 0.075

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(1) = 256
[State フェードアウト]
type = VarAdd
trigger1 = time > 9
var(1) = -64

[State ]
type = ModifyExplod
trigger1 = NumExplod(40401)
ID = 40401
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(1),256
[State ]
type = RemoveExplod
trigger1 = NumExplod(40401)
trigger1 = var(1) <= 0
ID = 40401

;------------------------○
[State ]
type = Explod
Trigger1  = time = 0
Anim 			= 40402
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
IgnoreHitPause = 1
Persistent = 0
ID = 40402

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(2) = 192
[State トランス初期値]
type = VarAdd
trigger1 = time >= 3
var(2) = -ceil(192/6)

[State ]
type = ModifyExplod
trigger1 = NumExplod(40402)
ID = 40402
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(2),256
[State ]
type = RemoveExplod
trigger1 = NumExplod(40402)
trigger1 = var(2) <= 0
ID = 40402

;------------------------飛散
[State ]
type = Explod
Trigger1  = time = 9
Anim 			= 40403
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= 2
IgnoreHitPause = 1
Persistent = 0
ID = 40403

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(3) = 256
[State フェードアウト]
type = VarAdd
trigger1 = time > 10
var(3) = -32

[State ]
type = ModifyExplod
trigger1 = NumExplod(40403)
ID = 40403
scale 			= fvar(11),fvar(11)
trans 			= addalpha
alpha 			= var(3),256
[State ]
type = RemoveExplod
trigger1 = NumExplod(40403)
trigger1 = var(3) <= 0
ID = 40403
;イクスプロッド-------------------------

[State デス]
type = DestroySelf
trigger1 = NumExplod(40401) = 0
trigger1 = NumExplod(40402) = 0
trigger1 = NumExplod(40403) = 0

;---------------------------------------------------------------------------
;helper アレンジアルカナフォース　背景BGPalFx
;---------------------------------------------------------------------------
[Statedef 40410]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000
SprPriority = -5

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

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

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

;アルカナ別背景色-----------------------
[State 親アルカナ判別]
type = VarSet
trigger1 = time = 0
var(58) = root,var(58)
IgnoreHitPause = 1
Persistent = 0

[State RGBフェードインアウト用　アルカナ別]
type = null
triggerall = var(58)
trigger1 = var(58) = 1;愛
trigger1 = var(54) := 10  
trigger1 = var(55) := -90 
trigger1 = var(56) := -15 

trigger2 = var(58) = 2;雷
trigger2 = var(54) := -60 
trigger2 = var(55) := -30 
trigger2 = var(56) := 10  

trigger3 = var(58) = 3;時
trigger3 = var(54) := 40  
trigger3 = var(55) := 20  
trigger3 = var(56) := -90 

trigger4 = var(58) = 4;樹
trigger4 = var(54) := -80 
trigger4 = var(55) := 30  
trigger4 = var(56) := -65 

trigger5 = var(58) = 6;風
trigger5 = var(54) := -120 
trigger5 = var(55) := 20   
trigger5 = var(56) := -10   

[State タイム代用]
type = VarAdd
trigger1 = var(4) >= 5
var(35) = 1


[State フラグ　フェーアウト完了]
type = VarSet
trigger1 = time >= 27
trigger1 = var(51) = -256
trigger1 = var(52) = -256
trigger1 = var(53) = -256
var(4) = 1
IgnoreHitPause = 1
Persistent = 0
[State フラグ　フェードイン開始]
type = VarSet
trigger1 = var(4) = 1
trigger1 = time >= 34
var(4) = 2
IgnoreHitPause = 1
Persistent = 0
[State フラグ　フェードイン完了]
type = VarSet
trigger1 = var(4) = 2
trigger1 = time > 60
var(4) = 3
IgnoreHitPause = 1
Persistent = 0

[State フラグ　終了フェードアウト];;;;;;;;;仮
type = VarSet
;trigger1 = var(4) = 3
;trigger1 = time > 300
trigger1 = root,var(46) = 5
var(4) = 4
IgnoreHitPause = 1
Persistent = 0
[State フラグ　終了フェードアウト完了]
type = VarSet
trigger1 = var(4) = 4
trigger1 = var(51) = -256
trigger1 = var(52) = -256
trigger1 = var(53) = -256
var(4) = 5
IgnoreHitPause = 1
Persistent = 0
[State フラグ　終了フェードイン]
type = VarSet
trigger1 = var(4) = 5
trigger1 = var(35) > 6
var(4) = 6
IgnoreHitPause = 1
Persistent = 0

[State フラグ　終了];仮
type = VarSet
trigger1 = var(4) = 6
trigger1 = var(35) > 38
var(4) = 10
IgnoreHitPause = 1
Persistent = 0




;------------------------共通フェードアウト黒バック
[State Rフェードアウト]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(51) > -256
var(51) = -9
IgnoreHitPause = 1
[State Gフェードアウト]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(52) > -256
var(52) = -9
IgnoreHitPause = 1
[State Bフェードアウト]
type = VarAdd
trigger1 = var(4) = 0
trigger1 = var(53) > -256
var(53) = -9
IgnoreHitPause = 1

[State R限界]
type = VarSet
trigger1 = var(4) = 0
trigger1 = var(51) < -256
var(51) = -256
IgnoreHitPause = 1
[State G限界]
type = VarSet
trigger1 = var(4) = 0
trigger1 = var(52) < -256
var(52) = -256
IgnoreHitPause = 1
[State B限界]
type = VarSet
trigger1 = var(4) = 0
trigger1 = var(53) < -256
var(53) = -256
IgnoreHitPause = 1
;------------------------アルカナ別フェードイン

[State Rフェードアウト]
type = VarAdd
trigger1 = var(4) = 2
var(51) = floor((256+var(54))/26)
IgnoreHitPause = 1
[State Gフェードアウト]
type = VarAdd
trigger1 = var(4) = 2
var(52) = floor((256+var(55))/26)
IgnoreHitPause = 1
[State Bフェードアウト]
type = VarAdd
trigger1 = var(4) = 2
var(53) = floor((256+var(56))/26)
IgnoreHitPause = 1

;------------------------アルカナ別フェードアウト
[State 親アルカナ判別]
type = VarSet
trigger1 = time = 0
var(58) = root,var(58)
IgnoreHitPause = 1
Persistent = 0

[State Rフェードアウト]
type = VarAdd
trigger1 = var(4) = 4
trigger1 = var(51) > -256
var(51) = -floor((256+var(54))/26)
IgnoreHitPause = 1
[State Gフェードアウト]
type = VarAdd
trigger1 = var(4) = 4
var(52) = -floor((256+var(55))/26)
IgnoreHitPause = 1
[State Bフェードアウト]
type = VarAdd
trigger1 = var(4) = 4
var(53) = -floor((256+var(56))/26)
IgnoreHitPause = 1

[State R限界]
type = VarSet
trigger1 = var(4) = 4
trigger1 = var(51) < -256
var(51) = -256
IgnoreHitPause = 1
[State G限界]
type = VarSet
trigger1 = var(4) = 4
trigger1 = var(52) < -256
var(52) = -256
IgnoreHitPause = 1
[State B限界]
type = VarSet
trigger1 = var(4) = 4
trigger1 = var(53) < -256
var(53) = -256
IgnoreHitPause = 1

;------------------------共通フェードイン
[State Rフェードイン]
type = VarAdd
trigger1 = var(4) = 6
trigger1 = var(51) < 0
var(51) = 8
IgnoreHitPause = 1
[State Gフェードイン]
type = VarAdd
trigger1 = var(4) = 6
trigger1 = var(52) < 0
var(52) = 8
IgnoreHitPause = 1
[State Bフェードイン]
type = VarAdd
trigger1 = var(4) = 6
trigger1 = var(53) < 0
var(53) = 8
IgnoreHitPause = 1


[State 背景]
type = BGPalFX
trigger1 = NumHelper(10800) = 0;超必殺フィニッシュヘルパー
trigger1 = NumHelper(10810) = 0;ブレイズフィニッシュヘルパー
time 	= 1
add 	= var(51),var(52),var(53)


[State デス]
type = DestroySelf
trigger1 = var(4) = 10
;trigger2 = NumHelper(10800);超必殺フィニッシュヘルパー
;trigger3 = NumHelper(10810);ブレイズフィニッシュヘルパー

;---------------------------------------------------------------------------
;helper アルカナフォース発動　地面マークエフェクト愛
;---------------------------------------------------------------------------
;var(1) イクスプロッドトランス用
;var(2) イクスプロッドトランス用
;fvar(11)イクスプロッドサイズ用
;fvar(12)イクスプロッドサイズ用
;fvar(13)イクスプロッドサイズ用

[Statedef 40510]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000

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

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

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

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

;イクスプロッド-------------------------

;===========================マークＢ
[State マークＢ　メイン]
type = Explod
Trigger1  = time = 0
Anim 			= 41790
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40511
[State マークＢ　サブ]
type = Explod
Trigger1  = time = 0
Anim 			= 41797
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40511

[State フェードイン]
type = VarAdd
trigger1 = time >= 1
trigger1 = var(1) < 256
var(1) = 21

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 2.0
[State サイズ]
type = VarAdd
trigger1 = time = [1,16]
fvar(11) = -0.8/16
[State サイズ]
type = VarAdd
trigger1 = time = [17,36]
fvar(11) = -0.025/20
[State サイズ]
type = VarAdd
trigger1 = time > 36
fvar(11) = -1.0/6

[State マークＢ]
type = ModifyExplod
trigger1 = NumExplod(40511)
ID = 40511
scale 			= fvar(11),fvar(11)*0.375
trans 			= addalpha
alpha 			= var(1),256

[State 消去　マークＢ]
type = RemoveExplod
trigger1 = fvar(11) <= 0
ID = 40511

;===========================マークA

[State マークA1]
type = Explod
Trigger1  = time = 0
Anim 			= 41781
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40513
[State マークA2]
type = Explod
Trigger1  = time = 0
Anim 			= 41781
PosType 		= P1
facing 			= -1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40513

[State トランス　初期値]
type = VarSet
trigger1 = time = 0
var(2) = 256
[State フェードアウト]
type = VarAdd
trigger1 = time >= 42
var(2) = -32

[State サイズ]
type = VarAdd
trigger1 = time = [1,16]
fvar(12) = 1.1/16
[State サイズ]
type = VarAdd
trigger1 = time = [17,36]
fvar(12) = 0.2/20

[State マークA]
type = ModifyExplod
trigger1 = NumExplod(40513)
ID = 40513
scale 			= fvar(12),fvar(12)*0.375
trans 			= addalpha
alpha 			= var(2),256

[State 消去　マークA]
type = RemoveExplod
trigger1 = var(2) <= 0
ID = 40513

;===========================文字輪

[State 文字輪　大]
type = Explod
Trigger1  = time = 0
Anim 			= 41776
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40514
[State 文字輪　小]
type = Explod
Trigger1  = time = 0
Anim 			= 41776
PosType 		= P1
facing 			= -1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40515

[State サイズ]
type = VarAdd
trigger1 = time = [1,16]
fvar(13) = 1.15/16
[State サイズ]
type = VarAdd
trigger1 = time = [17,36]
fvar(13) = 0.1/20

[State 文字輪　大]
type = ModifyExplod
trigger1 = NumExplod(40514)
ID = 40514
scale 			= fvar(13),fvar(13)*0.375
trans 			= addalpha
alpha 			= var(2),256
[State 文字輪　小]
type = ModifyExplod
trigger1 = NumExplod(40515)
ID = 40515
scale 			= fvar(13)*0.6,fvar(13)*0.375*0.6
trans 			= addalpha
alpha 			= var(2),256

[State 消去　文字輪　大]
type = RemoveExplod
trigger1 = var(2) <= 0
ID = 40514
[State 消去　文字輪　小]
type = RemoveExplod
trigger1 = var(2) <= 0
ID = 40515

;イクスプロッド-------------------------

[State デス]
type = DestroySelf
trigger1 = time >= 1
trigger1 = NumExplod(40511) = 0
trigger1 = NumExplod(40513) = 0
trigger1 = NumExplod(40514) = 0
trigger1 = NumExplod(40515) = 0

;---------------------------------------------------------------------------
;helper アルカナフォース発動　地面マークエフェクト雷
;---------------------------------------------------------------------------
;var(1) イクスプロッドトランス用
;var(3) イクスプロッドトランス用
;fvar(11)イクスプロッドサイズ用
;fvar(13)イクスプロッドサイズ用

[Statedef 40520]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000

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

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

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

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

;イクスプロッド-------------------------
;===========================マークA
[State マークA]
type = Explod
Trigger1  = time = 0
Anim 			= 42725
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40521

[State フェードイン]
type = VarAdd
trigger1 = var(1) < 256
var(1) = 32

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 2.0
[State サイズ]
type = VarAdd
trigger1 = time = [1,13]
fvar(11) = -0.15/13
[State サイズ]
type = VarAdd
trigger1 = time = [14,21]
fvar(11) = -0.35/6


[State サイズ]
type = VarAdd
trigger1 = time >= 40
fvar(11) = -0.1

[State マークA]
type = ModifyExplod
trigger1 = NumExplod(40521)
ID = 40521
scale 			= fvar(11),fvar(11)*0.375
trans 			= addalpha
alpha 			= var(1),256

[State 消去　マークA]
type = RemoveExplod
trigger1 = fvar(11) <= 0
ID = 40521

;===========================○
[State ○]
type = Explod
Trigger1  = time = 0
Anim 			= 42795
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40522

[State ○]
type = ModifyExplod
trigger1 = NumExplod(40522)
ID = 40522
scale 			= fvar(11)*0.85,fvar(11)*0.85*0.375
trans 			= addalpha
alpha 			= floor(var(1)*0.7),256

[State 消去　○]
type = RemoveExplod
trigger1 = fvar(11) <= 0
ID = 40522

;===========================マークBマークC
[State マークB]
type = Explod
Trigger1  = time = 0
Anim 			= 42735
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40523
[State マークC]
type = Explod
Trigger1  = time = 0
Anim 			= 42745
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40523

[State トランス初期値]
type = VarAdd
trigger1 = time  = 0
var(3) = 256
[State フェードアウト]
type = VarAdd
trigger1 = time > 44
var(3) = -32

[State サイズ]
type = VarAdd
trigger1 = time = [1,15]
fvar(13) = 0.85/15
[State サイズ]
type = VarAdd
trigger1 = time = [16,20]
fvar(13) = 0.15/4
[State サイズ]
type = VarAdd
trigger1 = time >= 21
fvar(13) = 0.05/30

[State マークBC]
type = ModifyExplod
trigger1 = NumExplod(40523)
ID = 40523
scale 			= fvar(13),fvar(13)*0.375
trans 			= addalpha
alpha 			= var(3),256

[State 消去　マークBC]
type = RemoveExplod
trigger1 = var(3) <= 0
ID = 40523


;イクスプロッド-------------------------

[State デス]
type = DestroySelf
trigger1 = time >= 1
trigger1 = NumExplod(40521) = 0
trigger1 = NumExplod(40522) = 0
trigger1 = NumExplod(40523) = 0
;trigger1 = NumExplod() = 0

;---------------------------------------------------------------------------
;helper アルカナフォース発動　地面マークエフェクト時
;---------------------------------------------------------------------------
;var(1) イクスプロッドトランス用
;var(2) イクスプロッドトランス用
;fvar(11)イクスプロッドサイズ用
;fvar(12)イクスプロッドサイズ用
;fvar(13)イクスプロッドサイズ用

[Statedef 40530]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000;9999

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

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

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

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

;イクスプロッド-------------------------

;===========================マークA
[State マークA]
type = Explod
Trigger1  = time = 0
Anim 			= 43721
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40531

[State フェードイン]
type = VarAdd
trigger1 = var(1) < 256
var(1) = 32

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 2.0
[State サイズ]
type = VarAdd
trigger1 = time = [1,13]
fvar(11) = -0.9/13
[State サイズ]
type = VarAdd
trigger1 = time = [14,21]
fvar(11) = -0.1/6

[State サイズ]
type = VarAdd
trigger1 = time >= 40
fvar(11) = -0.1

[State マークA]
type = ModifyExplod
trigger1 = NumExplod(40531)
ID = 40531
scale 			= fvar(11),fvar(11)*0.375
trans 			= addalpha
alpha 			= var(1),256

[State 消去　マークA]
type = RemoveExplod
trigger1 = fvar(11) <= 0
ID = 40531

;===========================マークBC・リング
[State マークB]
type = Explod
Trigger1  = time = 0
Anim 			= 43735
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40532
[State マークC]
type = Explod
Trigger1  = time = 0
Anim 			= 43745
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40532
[State リング]
type = Explod
Trigger1  = time = 0
Anim 			= 43722
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40532

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(2) = 256
[State フェードイン]
type = VarAdd
trigger1 = time >= 44
var(2) = -32

[State サイズ]
type = VarAdd
trigger1 = time = [1,15]
fvar(12) = 0.85/15
[State サイズ]
type = VarAdd
trigger1 = time = [16,20]
fvar(12) = 0.15/4
[State サイズ]
type = VarAdd
trigger1 = time >= 21
fvar(12) = 0.05/30


[State マークBC]
type = ModifyExplod
trigger1 = NumExplod(40532)
ID = 40532
scale 			= fvar(12),fvar(12)*0.375
trans 			= addalpha
alpha 			= var(2),256

[State 消去　マークBC]
type = RemoveExplod
trigger1 = var(2) <= 0
ID = 40532

;===========================マークサブ左下/右上
[State マークサブ左下]
type = Explod
Trigger1  = time = 0
Anim 			= 43781
PosType 		= P1
Pos 			= -65,25
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
ID = 40533
[State マークサブ右上]
type = Explod
Trigger1  = time = 0
Anim 			= 43782
PosType 		= P1
Pos 			= 60,-30
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
IgnoreHitPause = 1
Persistent = 0
ID = 40534

[State サイズ]
type = VarAdd
trigger1 = time = [1,15]
fvar(13) = 0.75/15
[State サイズ]
type = VarAdd
trigger1 = time = [16,20]
fvar(13) = 0.1/4
[State サイズ]
type = VarAdd
trigger1 = time >= 21
fvar(13) = 0.05/30

[State マークサブ左下]
type = ModifyExplod
trigger1 = NumExplod(40533)
ID = 40533
scale 			= fvar(13),fvar(13)*0.375
trans 			= addalpha
alpha 			= var(2),256
[State マークサブ右上]
type = ModifyExplod
trigger1 = NumExplod(40534)
ID = 40534
scale 			= fvar(13)*0.9,fvar(13)*0.9*0.375
trans 			= addalpha
alpha 			= var(2),256

[State 消去　マークサブ左下]
type = RemoveExplod
trigger1 = var(2) <= 0
ID = 40533
[State 消去　マークサブ右上]
type = RemoveExplod
trigger1 = var(2) <= 0
ID = 40534

;イクスプロッド-------------------------

[State デス]
type = DestroySelf
trigger1 = time >= 1
trigger1 = NumExplod(40531) = 0
trigger1 = NumExplod(40532) = 0
trigger1 = NumExplod(40533) = 0
trigger1 = NumExplod(40534) = 0
;trigger1 = NumExplod() = 0

;---------------------------------------------------------------------------
;helper アルカナフォース発動　地面マークエフェクト樹
;---------------------------------------------------------------------------
;var(1) イクスプロッドトランス用
;var(2) イクスプロッドトランス用
;fvar(11)イクスプロッドサイズ用
;fvar(12)イクスプロッドサイズ用

[Statedef 40540]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000;9999

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

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

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

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

;イクスプロッド-------------------------

;===========================マークB
[State マークB]
type = Explod
Trigger1  = time = 0
Anim 			= 44730
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40541

[State フェードイン]
type = VarAdd
trigger1 = var(1) < 256
var(1) = 16

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 1.8
[State サイズ]
type = VarAdd
trigger1 = time = [1,13]
fvar(11) = -0.4/13
[State サイズ]
type = VarAdd
trigger1 = time = [14,21]
fvar(11) = -0.1/6
[State サイズ]
type = VarAdd
trigger1 = time = [22,39]
fvar(11) = -0.1/19

[State サイズ]
type = VarAdd
trigger1 = time >= 42
fvar(11) = -0.1

[State マークB]
type = ModifyExplod
trigger1 = NumExplod(40541)
ID = 40541
scale 			= fvar(11),fvar(11)*0.375
trans 			= addalpha
alpha 			= var(1),256

[State 消去　マークB]
type = RemoveExplod
trigger1 = fvar(11) <= 0
ID = 40541

;===========================マークAC1C2
[State マークA]
type = Explod
Trigger1  = time = 0
Anim 			= 44725
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40542
[State マークB]
type = Explod
Trigger1  = time = 0
Anim 			= 44735
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40542
[State マークC]
type = Explod
Trigger1  = time = 0
Anim 			= 44745
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40542
[State ○]
type = Explod
Trigger1  = time = 0
Anim 			= 44710
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40543

[State フェードイン]
type = VarSet
trigger1 = time = 0
var(2) = 256
[State フェードイン]
type = VarAdd
trigger1 = time >= 44
var(2) = -16

[State サイズ]
type = VarAdd
trigger1 = time = [1,13]
fvar(12) = 0.8/13
[State サイズ]
type = VarAdd
trigger1 = time = [14,26]
fvar(12) = 0.3/13
[State サイズ]
type = VarAdd
trigger1 = time = [26,44]
fvar(12) = 0.2/33

[State マークABC]
type = ModifyExplod
trigger1 = NumExplod(40542)
ID = 40542
scale 			= fvar(12),fvar(12)*0.375
trans 			= addalpha
alpha 			= var(2),256
[State ○]
type = ModifyExplod
trigger1 = NumExplod(40543)
ID = 40543
scale 			= fvar(12)*0.85,fvar(12)*0.85*0.375
trans 			= addalpha
alpha 			= floor(var(2)*0.5),256

[State 消去　マークA]
type = RemoveExplod
trigger1 = var(2) <= 0
ID = 40542

[State 消去　○]
type = RemoveExplod
trigger1 = var(2) <= 0
ID = 40543

;イクスプロッド-------------------------

[State デス]
type = DestroySelf
trigger1 = time >= 1
trigger1 = NumExplod(40541) = 0
trigger1 = NumExplod(40542) = 0
trigger1 = NumExplod(40543) = 0

;---------------------------------------------------------------------------
;helper アルカナフォース発動　地面マークエフェクト風
;---------------------------------------------------------------------------
;var(1) イクスプロッドトランス用
;var(2) イクスプロッドトランス用
;var(3) イクスプロッドトランス用
;var(4) イクスプロッドトランス用
;var(5) イクスプロッドトランス用
;var(7) イクスプロッドトランス用
;fvar(11)イクスプロッドサイズ用
;fvar(12)イクスプロッドサイズ用
;fvar(13)イクスプロッドサイズ用
;fvar(14)イクスプロッドサイズ用
;fvar(17)イクスプロッドサイズ用

[Statedef 40560]
type 		= A
movetype 	= I
physics 	= N
ctrl 		= 0
Anim 		= 12000;9999

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

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

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

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

;イクスプロッド-------------------------

;===========================マークB
[State マークB]
type = Explod
Trigger1  = time = 0
Anim 			= 46725
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40561

[State フェードイン]
type = VarAdd
trigger1 = var(1) < 256
var(1) = 32

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(11) = 2.1
[State サイズ]
type = VarAdd
trigger1 = time = [1,13]
fvar(11) = -0.4/13
[State サイズ]
type = VarAdd
trigger1 = time = [14,21]
fvar(11) = -0.1/6

[State サイズ]
type = VarAdd
trigger1 = time >= 36
fvar(11) = -0.1

[State マークB]
type = ModifyExplod
trigger1 = NumExplod(40561)
ID = 40561
scale 			= fvar(11),fvar(11)*0.3;75
trans 			= addalpha
alpha 			= var(1),256

[State 消去　マークB]
type = RemoveExplod
trigger1 = fvar(11) <= 0
ID = 40561

;===========================マークBぼかし
[State マークBぼかし]
type = Explod
Trigger1  = time = 32
Anim 			= 46726
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40562

[State フェードイン]
type = VarAdd
trigger1 = NumExplod(40562)
trigger1 = time < 48
trigger1 = var(2) < 256
var(2) = 32
[State フェードアウト]
type = VarAdd
trigger1 = time > 48
var(2) = -16

[State サイズ]
type = VarSet
trigger1 = time = 0
fvar(12) = 1.0
[State サイズ]
type = VarAdd
trigger1 = NumExplod(40562)
trigger1 = fvar(12) < 1.6
fvar(12) = 0.6/13

[State マークBぼかし]
type = ModifyExplod
trigger1 = NumExplod(40562)
ID = 40562
scale 			=  fvar(12),fvar(12)*0.3;75
trans 			= addalpha
alpha 			= var(2),256

[State 消去　マークBぼかし]
type = RemoveExplod
trigger1 = var(2) <= 0
ID = 40562

;===========================マークA1
[State マークA1]
type = Explod
Trigger1  = time = 0
Anim 			= 46735
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40563

[State トランス初期値]
type = VarSet
trigger1 = time = 0
var(3) = 256
[State フェードアウト]
type = VarAdd
trigger1 = time >= 26
var(3) = -32

[State サイズ]
type = VarAdd
trigger1 = time = [1,13]
fvar(13) = 1.4/13
[State サイズ]
type = VarAdd
trigger1 = time = [14,21]
fvar(13) = 0.1/6

[State マークA1]
type = ModifyExplod
trigger1 = NumExplod(40563)
ID = 40563
scale 			= fvar(13),fvar(13)*0.3;75
trans 			= addalpha
alpha 			= var(3),256

[State 消去　マークA1]
type = RemoveExplod
trigger1 = var(3) <= 0
ID = 40563

;===========================マークA2・A2ぼやけ1
[State マークA2]
type = Explod
Trigger1  = time = 0
Anim 			= 46736
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40564
[State マークA2ぼやけ]
type = Explod
Trigger1  = time = 24
Anim 			= 46737
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40565

[State トランス初期値];マークA2
type = VarSet
trigger1 = time = 0
var(4) = 256
[State フェードアウト];マークA2
type = VarAdd
trigger1 = time >= 25
var(4) = -16

[State フェードイン];マークA2ぼやけ
type = VarSet
trigger1 = time = 0
var(5) = 32
[State フェードイン];マークA2ぼやけ
type = VarAdd
trigger1 = time = [25,31]
var(5) = 32
[State フェードアウト];マークA2ぼやけ
type = VarAdd
trigger1 = time >= 48
var(5) = -16



[State サイズ]
type = VarAdd
trigger1 = time = [1,13]
fvar(14) = 0.75/13


[State マークA2]
type = ModifyExplod
trigger1 = NumExplod(40564)
ID = 40564
scale 			= fvar(14),fvar(14)*0.3;75
trans 			= addalpha
alpha 			= var(4),256
[State マークA2ぼやけ]
type = ModifyExplod
trigger1 = NumExplod(40565)
ID = 40565
scale 			= fvar(14),fvar(14)*0.3;75
trans 			= addalpha
alpha 			= var(5),256

[State 消去　マークA2]
type = RemoveExplod
trigger1 = var(4) <= 0
ID = 40564
[State 消去　マークA2ぼやけ]
type = RemoveExplod
trigger1 = var(5) <= 0
ID = 40565

;===========================マークA2ぼやけ2
[State マークA2ぼやけ2]
type = Explod
Trigger1  = time = 24
Anim 			= 46738
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40566

[State マークA2ぼやけ]
type = ModifyExplod
trigger1 = NumExplod(40566)
ID = 40566
scale 			= 1.25,1.25*0.3;75
trans 			= addalpha
alpha 			= var(5),256

[State 消去　マークA2]
type = RemoveExplod
trigger1 = var(5) <= 0
ID = 40566

;===========================円ライン
[State 円ライン]
type = Explod
Trigger1  = time = 0
Anim 			= 46785
PosType 		= P1
BindTime 		= -1
RemoveTime 		= -1
SprPriority 	= -1
SuperMoveTime 	= 999999999999
PauseMoveTime 	= 999999999999
Persistent = 0
ID = 40567

[State フェードアウト]
type = VarSet
trigger1 = time = 0
var(7) = 256
[State フェードアウト]
type = VarAdd
trigger1 = time >= 48
var(7) = -16

[State サイズ]
type = VarAdd
trigger1 = time = [1,42]
fvar(17) = 0.95/41

[State 円ライン]
type = ModifyExplod
trigger1 = NumExplod(40567)
ID = 40567
scale 			= fvar(17),fvar(17)*0.3;75
trans 			= addalpha
alpha 			= var(7),256

[State 消去　円ライン]
type = RemoveExplod
trigger1 = var(7) <= 0
ID = 40567

;イクスプロッド-------------------------

[State デス]
type = DestroySelf
trigger1 = time >= 1
trigger1 = NumExplod(40561) = 0
trigger1 = NumExplod(40562) = 0
trigger1 = NumExplod(40563) = 0
trigger1 = NumExplod(40564) = 0
trigger1 = NumExplod(40565) = 0
trigger1 = NumExplod(40566) = 0
trigger1 = NumExplod(40567) = 0
;trigger1 = NumExplod(4056) = 0
