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

[Statedef 1000]
movehitpersist = 1
hitdefpersist = 1

[State 1000, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
value = 5150
ignorehitpause = 1

[State 1000, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 1000, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1000
value = 1000
ignorehitpause = 1

[State 1000, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1000, 振り向き]
type = Turn
triggerall = !ishelper
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1000, 発射音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
trigger2 = animelemtime(1) = 6
value = 100, 2
channel = 1
volume = 200
ignorehitpause = 1

[State 1000, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = random < 500
trigger1 = !animelemtime(1)
value = 1000, 0
channel = 0
lowpriority = 1
volume = 255
ignorehitpause = 1

[State 1000, 発射光]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(1)
anim = 950
id = 950
pos = 20, -50
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, ヒットエフェクト]
type = Explod
triggerall = !ishelper
trigger1 = movehit
trigger2 = projhit = 1
anim = 1130 + random % 5
id = 1130
postype = p1
pos = random / 20 + ceil(p2dist x) - 20, random / 10 + ceil(p2dist y) - 100
scale = random % 100 / 100.0, random % 100 / 100.0
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, 攻撃判定]
type = Hitdef
trigger1 = !ishelper
attr = , AA, AT, AP
guardflag = MA
animtype = light
damage = 2
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, 弾幕前]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(1)
projanim = 900
projid = 1000
projremove = 0
projremovetime = 120
projscale = 0.3, 0.3
offset = 85, -48
velocity = 15, 0
attr = SCA, AA
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1, 0
air.velocity = -1, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, 弾幕後]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(1)
projanim = 910
projid = 1000
projremove = 0
projremovetime = 120
projscale = 0.3, 0.3
offset = 35, -48
velocity = 15, 0
attr = SCA, AA, AT, AP
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1, 0
air.velocity = -1, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, 弾幕下]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(1)
projanim = 920
projid = 1000
projremove = 0
projremovetime = 120
projscale = 0.3, 0.3
offset = 60, -38
velocity = 15, 0
attr = SCA, AT
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1, 0
air.velocity = -1, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, 弾幕上]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(1)
projanim = 930
projid = 1000
projremove = 0
projremovetime = 120
projscale = 0.3, 0.3
offset = 60, -58
velocity = 15, 0
attr = SCA, AP
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1, 0
air.velocity = -1, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 1000, 試合終了時]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

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

[Statedef 1100]
movehitpersist = 1
hitdefpersist = 1

[State 1100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
value = 5150
ignorehitpause = 1

[State 1100, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 1100, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1100
value = 1100
ignorehitpause = 1

[State 1100, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1100, 振り向き]
type = Turn
triggerall = !ishelper
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1100, 発射音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
trigger2 = animelemtime(1) = 6
trigger3 = animelemtime(1) = 12
value = 100, 2
channel = 1
volume = 200
ignorehitpause = 1

[State 1100, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = random < 500
trigger1 = !animelemtime(1)
value = 1000, 0
channel = 0
lowpriority = 1
volume = 255
ignorehitpause = 1

[State 1100, 発射光]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(1)
anim = 950
id = 950
pos = 20, -50
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, ヒットエフェクト]
type = Explod
triggerall = !ishelper
trigger1 = movehit
trigger2 = projhit = 1
anim = 1130 + random % 5
id = 1130
postype = p1
pos = random / 20 + ceil(p2dist x) - 20, random / 10 + ceil(p2dist y) - 100
scale = random % 100 / 100.0, random % 100 / 100.0
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, 攻撃判定]
type = Hitdef
trigger1 = !ishelper
attr = S, AA, AT, AP
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1100, 弾幕前]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(1)
projanim = 900
projid = 1100
projremove = 0
projremovetime = 120
projscale = 0.3, 0.3
offset = 35, -48
velocity = 15, 0
attr = SCA, AA
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1, 0
air.velocity = -1, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, 弾幕斜め上その１]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(2)
trigger2 = !animelemtime(6)
projanim = 910
projid = 1100
projremove = 0
projremovetime = 120
projscale = 0.3, 0.3
offset = 45, -48
velocity = 15, -2
attr = SCA, AA, AT, AP
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1, 0
air.velocity = -1, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, 弾幕斜め下その１]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(2)
trigger2 = !animelemtime(6)
projanim = 920
projid = 1100
projremove = 0
projremovetime = 120
projscale = 0.3, 0.3
offset = 45, -48
velocity = 15, 2
attr = SCA, AT
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1, 0
air.velocity = -1, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, 弾幕斜め上その２]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(3)
trigger2 = !animelemtime(5)
projanim = 930
projid = 1100
projremove = 0
projremovetime = 120
projscale = 0.3, 0.3
offset = 35, -48
velocity = 15, -4
attr = SCA, AP
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1, 0
air.velocity = -1, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, 弾幕斜め下その２]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(3)
trigger2 = !animelemtime(5)
projanim = 910
projid = 1100
projremove = 0
projremovetime = 120
projscale = 0.3, 0.3
offset = 35, -48
velocity = 15, 4
attr = SCA, AA, AT, AP
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1, 0
air.velocity = -1, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, 弾幕斜め上その３]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(4)
projanim = 920
projid = 1100
projremove = 0
projremovetime = 120
projscale = 0.3, 0.3
offset = 25, -48
velocity = 15, -6
attr = SCA, AT
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1, 0
air.velocity = -1, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, 弾幕斜め下その３]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(4)
projanim = 930
projid = 1100
projremove = 0
projremovetime = 120
projscale = 0.3, 0.3
offset = 25, -48
velocity = 15, 6
attr = SCA, AP
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -1, 0
air.velocity = -1, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 1100, 試合終了時]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

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

[Statedef 1200]
movehitpersist = 1
hitdefpersist = 1

[State 1200, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
value = 5150
ignorehitpause = 1

[State 1200, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 1200, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1200
value = 1200
ignorehitpause = 1

[State 1200, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1200, 振り向き]
type = Turn
triggerall = !ishelper
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1200, ヒットエフェクト]
type = Explod
triggerall = !ishelper
trigger1 = movehit
trigger2 = projhit = 1
anim = 1130 + random % 5
id = 1130
postype = p1
pos = random / 20 + ceil(p2dist x) - 20, random / 10 + ceil(p2dist y) - 100
scale = 0.3 + random % 100 / 100.0, 0.3 + random % 100 / 100.0
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 攻撃判定]
type = Hitdef
trigger1 = !ishelper
attr = S, AA, AT, AP
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
numhits = 0
sparkxy = 999, 999
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1200, 音を鳴らす]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
trigger2 = !animelemtime(3)
trigger3 = !animelemtime(5)
trigger4 = !animelemtime(7)
value = 100, 5
channel = 1
ignorehitpause = 1

[State 1200, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = random < 500
trigger1 = !animelemtime(1)
value = 1000, 1
channel = 0
lowpriority = 1
volume = 255
ignorehitpause = 1

[State 1200, 弾幕上]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(1)
projanim = 800
projid = 1200
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -50
velocity = 0, -5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 弾幕斜後上]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(2)
projanim = 800
projid = 1200
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -50
velocity = -5, -5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 弾幕後]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(3)
projanim = 800
projid = 1200
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -50
velocity = -5, 0
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 弾幕斜後下]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(4)
projanim = 800
projid = 1200
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -50
velocity = -5, 5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 弾幕下]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(5)
projanim = 800
projid = 1200
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -50
velocity = 0, 5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 弾幕斜前下]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(6)
projanim = 800
projid = 1200
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -50
velocity = 5, 5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 弾幕前]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(7)
projanim = 800
projid = 1200
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -50
velocity = 5, 0
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 弾幕斜前上]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(8)
projanim = 800
projid = 1200
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -50
velocity = 5, -5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 1200, 試合終了時]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

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

[Statedef 1300]
movehitpersist = 1
hitdefpersist = 1

[State 1300, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
value = 5150
ignorehitpause = 1

[State 1300, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 1300, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1300
value = 1300
ignorehitpause = 1

[State 1300, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !ishelper
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, ヒットエフェクト]
type = Explod
triggerall = !ishelper
trigger1 = movehit
trigger2 = projhit = 1
anim = 1130 + random % 5
id = 1130
postype = p1
pos = random / 20 + ceil(p2dist x) - 20, random / 10 + ceil(p2dist y) - 100
scale = 0.3 + random % 100 / 100.0, 0.3 + random % 100 / 100.0
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, 攻撃判定]
type = Hitdef
trigger1 = !ishelper
attr = S, AA, AT, AP
guardflag = MA
animtype = light
damage = 1
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1300, 音を鳴らす]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
trigger2 = !animelemtime(3)
trigger3 = !animelemtime(5)
trigger4 = !animelemtime(7)
value = 100, 5
channel = 1
ignorehitpause = 1

[State 1300, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = random < 500
trigger1 = !animelemtime(1)
value = 1000, 1
channel = 0
lowpriority = 1
volume = 255
ignorehitpause = 1

[State 1300, 弾幕その１]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(1)
projanim = 800
projid = 1300
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -30
velocity = 3, 5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, 弾幕その２]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(2)
projanim = 800
projid = 1300
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -30
velocity = 2, 5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, 弾幕その３]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(3)
projanim = 800
projid = 1300
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -30
velocity = 1, 5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, 弾幕その４]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(4)
projanim = 800
projid = 1300
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -30
velocity = 0, 5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, 弾幕その５]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(5)
projanim = 800
projid = 1300
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -30
velocity = -1, 5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, 弾幕その６]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(6)
projanim = 800
projid = 1300
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -30
velocity = -2, 5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, 弾幕その７]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(7)
projanim = 800
projid = 1300
projremove = 0
projremovetime = -1
projscale = 1, 1
offset = 0, -30
velocity = -3, 5
attr = SCA, AA, AT, AP
guardflag = MA
animtype = medium
damage = 10
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 10
ground.hittime = 10
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 1300, 試合終了時]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

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

[Statedef 1400]

[State 1400, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
value = 5150
ignorehitpause = 1

[State 1400, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 1400, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1400
value = 1400
ignorehitpause = 1

[State 1400, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1400, 音を鳴らす]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 100, 1
channel = 1
ignorehitpause = 1

[State 1400, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 1400, random % 2
channel = 0
volume = 255
lowpriority = 1
ignorehitpause = 1

[State 1400, 発射光]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(1)
anim = 700
id = 1400
pos = 50, -30
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1400, カルノバーン射出]
type = Projectile
triggerall = !ishelper
trigger1 = !animelemtime(1)
projanim = 600
projid = 1400
projremove = 0
projremovetime = 75
projscale = 0.7, 0.7
offset = 40, -30
velocity = 0, 0
attr = SCA, ST
guardflag = MA
animtype = hard
damage = 200
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 30
ground.hittime = 30
;p2stateno = 1420
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1400, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 1400, 試合終了時]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

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

[Statedef 1500]
movehitpersist = 1
hitdefpersist = 1

[State 1500, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
value = 5150
ignorehitpause = 1

[State 1500, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 1500, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1500
value = 1500
ignorehitpause = 1

[State 1500, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1500, 振り向き]
type = Turn
triggerall = !ishelper
triggerall = numexplod(1050)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1500, ヒットエフェクト]
type = Explod
triggerall = !ishelper
trigger1 = movehit
trigger2 = projhit = 1
anim = 1130 + random % 5
id = 1130
postype = p1
pos = random / 20 + ceil(p2dist x) - 20, random / 10 + ceil(p2dist y) - 100
scale = 0.5 + random % 100 / 100.0, 0.5 + random % 100 / 100.0
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1500, 攻撃判定]
type = Hitdef
trigger1 = !ishelper
attr = S, AA, AT, AP
guardflag = MA
animtype = light
damage = 5
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1500, 音を鳴らすその１]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 100, 6
channel = 1
ignorehitpause = 1

[State 1500, 音を鳴らすその２]
type = Playsnd
triggerall = !ishelper
trigger1 = animelemtime(1) = 26
value = 100, 7
channel = 2
ignorehitpause = 1

[State 1500, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 1500, random % 2
channel = 0
volume = 255
lowpriority = 1
ignorehitpause = 1

[State 1500, 溜め]
type = Explod
triggerall = !ishelper
trigger1 = !animelemtime(1)
anim = 1050
id = 1050
pos = 0, -50
ontop = 1
scale = 2, 2
bindtime = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1500, 下降]
type = Velset
triggerall = !ishelper
trigger1 = numexplod(1050)
y = 3
ignorehitpause = 1

[State 1500, 前進]
type = Velset
triggerall = !ishelper
trigger1 = !numexplod(1050)
x = 10
ignorehitpause = 1

[State 1500, 画面外制御]
type = Veladd
triggerall = !ishelper
trigger1 = screenpos x != [0, 320]
x = -20
ignorehitpause = 1

[State 1500, 衝撃波]
type = Explod
triggerall = !ishelper
trigger1 = animelemtime(1) = 26
anim = 1030
id = 1500
pos = 0, 35
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1500, 体当たり]
type = Projectile
triggerall = !ishelper
trigger1 = animelemtime(1) = 26
projanim = 1040
projid = 1500
projremove = 0
projremovetime = -1
projscale = 0.8, 0.8
offset = 0, -50
velocity = 10, 0
attr = SCA, AA, AT, AP
guardflag = MA
animtype = hard
damage = 100
priority = 7, hit
projpriority = 9999999999999
sprpriority = 7
numhits = 0
sparkno = -1
guard.sparkno = -1
ground.slidetime = 30
ground.hittime = 30
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1500, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 1500, 試合終了時]
type = Changestate
triggerall = !ishelper
trigger1 = roundstate > 2
value = 120
ignorehitpause = 1

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

[Statedef 1600]

[State 1600, 自キャラ以外だった場合ｏｒ死亡時]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
trigger2 = !alive
value = 5150
ignorehitpause = 1

[State 1600, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = I
physics = S
ignorehitpause = 1

[State 1600, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1600
value = 1600
ignorehitpause = 1

[State 1600, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1600, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 98
ignorehitpause = 1

[State 1600, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 101
ignorehitpause = 1

[State 1600, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 102
ignorehitpause = 1

[State 1600, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 400
ignorehitpause = 1

[State 1600, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 500
ignorehitpause = 1

[State 1600, 演出時背景非表示]
type = Assertspecial
trigger1 = !ishelper
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 1600, 演出時背景塗り潰し]
type = Envcolor
trigger1 = !ishelper
time = 1
value = 0, 0, 0
under = 1
ignorehitpause = 1

[State 1600, 上昇]
type = Velset
triggerall = !ishelper
trigger1 = numexplod(1060)
x = -3
y = -6
ignorehitpause = 1

[State 1600, 位置セット]
type = Posset
triggerall = !ishelper
trigger1 = numexplod(1070)
x = -160
y = -120
ignorehitpause = 1

[State 1600, カットイン効果音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 100, 9
channel = 1
ignorehitpause = 1

[State 1600, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 1600, 0
channel = 0
volume = 255
ignorehitpause = 1

[State 1600, 背景音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(2)
value = 100, 8
channel = 2
volume = 100
freqmul = 1.5
ignorehitpause = 1

[State 1600, カットイン]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(1060)
trigger1 = !animelemtime(1)
anim = 1060
ID = 1060
pos = -30, 0
postype = back
removetime = 60
bindtime = -1
scale = 0.6, 0.6
ontop = 1
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1600, 背景その１]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(1070)
trigger1 = !animelemtime(2)
anim = 1070
ID = 1070
pos = 0, 0
postype = Left
bindtime = -1
removetime = 159
scale = 1, 1
sprpriority = 7
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1600, 背景その２]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(1080)
trigger1 = !animelemtime(2)
anim = 1080
ID = 1080
pos = 0, 0
postype = Left
bindtime = -1
removetime = 159
scale = 1, 1
sprpriority = 6
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1600, ヒットエフェクト]
type = Explod
triggerall = !ishelper
trigger1 = movehit
trigger2 = projhit = 1
anim = 1130 + random % 5
id = 1130
postype = p1
pos = random / 20 + ceil(p2dist x) - 20, random / 10 + ceil(p2dist y) - 100
scale = 0.2 + random % 100 / 100.0, 0.2 + random % 100 / 100.0
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1600, 攻撃判定スイッチ無し＆１〜６Ｐ]
type = Projectile
triggerall = !ishelper
triggerall = numexplod(1070)
trigger1 = !var(12)
projanim = 1002
projID = 1600
projremove = 0
projremovetime = 1
projsprpriority = -1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
attr = SCA, AA, AT, AP
hitflag = MAFD
animtype = back
ground.type = trip
priority = 7, hit
projpriority = 9999999999999
numhits = 0
damage = random / 150
yaccel = 1
fall = 1
fall.recover = 0
sparkno = -1
guard.sparkno = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1600, 攻撃判定スイッチ有りｏｒ７〜１２Ｐ]
type = Projectile
triggerall = !ishelper
triggerall = numexplod(1070)
trigger1 = var(12)
trigger2 = palno = [7, 12]
projanim = 1002
projID = 1600
projremove = 0
projremovetime = 1
projsprpriority = -1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
attr = SCA, AA, AT, AP
hitflag = MA
animtype = back
ground.type = trip
priority = 7, hit
projpriority = 9999999999999
numhits = 0
damage = random
yaccel = 9999999999999
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
sparkno = -1
guard.sparkno = -1
p2getp1state = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1600, ステ習得用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
triggerall = !numhelper(131)
triggerall = numexplod(1070)
trigger1 = var(12)
trigger2 = palno = [7, 12]
ID = 131
name = "konsen_anime"
postype = p1
pos = 0, 0
stateno = 131
helpertype = player
size.xscale = 1
size.yscale = 1
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1600, 演出用ｎｏｋｏ]
type = Assertspecial
triggerall = !ishelper
triggerall = palno = [1, 6]
triggerall = animelemtime(2) < 80
trigger1 = var(12) != 2
flag = noko
ignorehitpause = 1

[State 1600, ゲージ消費]
type = Varadd
triggerall = !ishelper
trigger1 = !animelemtime(3)
var(11) = -1
ignorehitpause = 1

[State 1600, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 1700
ignorehitpause = 1

[State 1600, 準ステート固定]
type = Changestate
trigger1 = !ishelper
value = 120
ignorehitpause = 1

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

[Statedef 1700]

[State 1700, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
value = 5150
ignorehitpause = 1

[State 1700, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
movetype = I
ignorehitpause = 1

[State 1700, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1700
value = 1700
ignorehitpause = 1

[State 1700, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1700, 位置セット]
type = Posset
triggerall = !ishelper
trigger1 = !animelemtime(1)
y = -120
ignorehitpause = 1

[State 1700, 下降]
type = Velset
trigger1 = !ishelper
x = 6
y = 9
ignorehitpause = 1

[State 1700, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
trigger2 = screenpos y > 200
value = 0
ctrl = 1
ignorehitpause = 1

[State 1700, 準ステート固定]
type = Changestate
trigger1 = !ishelper
value = 120
ignorehitpause = 1

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

[Statedef 1800]

[State 1800, 自キャラ以外だった場合ｏｒ死亡時]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
trigger2 = !alive
value = 5150
ignorehitpause = 1

[State 1800, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = I
physics = S
ignorehitpause = 1

[State 1800, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1800
value = 1800
ignorehitpause = 1

[State 1800, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1800, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 98
ignorehitpause = 1

[State 1800, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 101
ignorehitpause = 1

[State 1800, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 102
ignorehitpause = 1

[State 1800, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 400
ignorehitpause = 1

[State 1800, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 500
ignorehitpause = 1

[State 1800, 演出時背景非表示]
type = Assertspecial
trigger1 = !ishelper
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 1800, 演出時背景塗り潰し]
type = Envcolor
trigger1 = !ishelper
time = 1
value = 0, 0, 0
under = 1
ignorehitpause = 1

[State 1800, 上昇]
type = Velset
triggerall = !ishelper
trigger1 = numexplod(1120)
x = -3
y = -6
ignorehitpause = 1

[State 1800, 位置セット]
type = Posset
triggerall = !ishelper
trigger1 = numexplod(1090)
x = -160
y = -120
ignorehitpause = 1

[State 1800, カットイン効果音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 100, 9
channel = 1
ignorehitpause = 1

[State 1800, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 1600, 0
channel = 0
volume = 255
ignorehitpause = 1

[State 1800, 背景音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(2)
value = 100, 10
channel = 2
volume = 255
ignorehitpause = 1

[State 1800, 背景音その２]
type = Playsnd
triggerall = !ishelper
trigger1 = animelemtime(2) = 180
value = 100, 11
channel = 3
volume = 255
ignorehitpause = 1

[State 1800, カットイン]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(1120)
trigger1 = !animelemtime(1)
anim = 1120
ID = 1120
pos = 0, 0
postype = back
removetime = 60
bindtime = -1
scale = 0.3, 0.3
sprpriority = -1
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1800, 背景その１]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(1090)
trigger1 = !animelemtime(2)
anim = 1090
ID = 1090
pos = 0, 0
postype = Left
bindtime = -1
removetime = 229
scale = 1, 1
sprpriority = 6
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1800, 背景その２]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(1110)
trigger1 = !animelemtime(2)
anim = 1110
ID = 1110
pos = 0, 0
postype = Left
bindtime = -1
removetime = 229
scale = 1, 1
sprpriority = 7
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1800, ヒットエフェクト]
type = Explod
triggerall = !ishelper
trigger1 = movehit
trigger2 = projhit = 1
anim = 1130 + random % 5
id = 1130
postype = p1
pos = random / 20 + ceil(p2dist x) - 20, random / 10 + ceil(p2dist y) - 100
scale = 0.1 + random % 100 / 100.0, 0.1 + random % 100 / 100.0
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1800, 攻撃判定スイッチ無し＆１〜６Ｐ]
type = Projectile
triggerall = !ishelper
triggerall = numexplod(1090)
trigger1 = !var(12)
projanim = 1002
projID = 1600
projremove = 0
projremovetime = 1
projsprpriority = -1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
attr = SCA, AA, AT, AP
hitflag = MAFD
animtype = back
ground.type = trip
priority = 7, hit
projpriority = 9999999999999
numhits = 0
damage = random / 200
yaccel = 1
fall = 1
fall.recover = 0
sparkno = -1
guard.sparkno = -1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1800, 攻撃判定スイッチ有りｏｒ７〜１２Ｐ]
type = Projectile
triggerall = !ishelper
triggerall = numexplod(1090)
trigger1 = var(12)
trigger2 = palno = [7, 12]
projanim = 1002
projID = 1800
projremove = 0
projremovetime = 1
projsprpriority = -1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
attr = SCA, AA, AT, AP
hitflag = MA
animtype = back
ground.type = trip
priority = 7, hit
projpriority = 9999999999999
numhits = 0
damage = random
yaccel = 9999999999999
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
sparkno = -1
guard.sparkno = -1
p2getp1state = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1800, ステ習得用ヘルパー呼び出し]
type = Helper
triggerall = !ishelper
triggerall = !numhelper(131)
triggerall = numexplod(1090)
trigger1 = var(12)
trigger2 = palno = [7, 12]
ID = 131
name = "konsen_anime"
postype = p1
pos = 0, 0
stateno = 131
helpertype = player
size.xscale = 1
size.yscale = 1
keyctrl = 0
supermove = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1800, 演出用ｎｏｋｏ]
type = Assertspecial
triggerall = !ishelper
triggerall = palno = [1, 6]
triggerall = animelemtime(2) < 180
trigger1 = var(12) != 2
flag = noko
ignorehitpause = 1

[State 1800, ゲージ消費]
type = Varadd
triggerall = !ishelper
trigger1 = !animelemtime(3)
var(11) = -1
ignorehitpause = 1

[State 1800, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 1900
ignorehitpause = 1

[State 1800, 準ステート固定]
type = Changestate
trigger1 = !ishelper
value = 120
ignorehitpause = 1

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

[Statedef 1900]

[State 1900, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
value = 5150
ignorehitpause = 1

[State 1900, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
movetype = I
ignorehitpause = 1

[State 1900, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 1900
value = 1900
ignorehitpause = 1

[State 1900, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 1900, 位置セット]
type = Posset
triggerall = !ishelper
trigger1 = !animelemtime(1)
y = -120
ignorehitpause = 1

[State 1900, 下降]
type = Velset
trigger1 = !ishelper
x = 6
y = 9
ignorehitpause = 1

[State 1900, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
trigger2 = screenpos y > 200
value = 0
ctrl = 1
ignorehitpause = 1

[State 1900, 準ステート固定]
type = Changestate
trigger1 = !ishelper
value = 120
ignorehitpause = 1

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

[Statedef 2000]

[State 2000, 自キャラ以外だった場合ｏｒ死亡時]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
trigger2 = !alive
value = 5150
ignorehitpause = 1

[State 2000, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = I
physics = S
ignorehitpause = 1

[State 2000, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 2000
value = 2000
ignorehitpause = 1

[State 2000, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 2000, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 400
ignorehitpause = 1

[State 2000, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 98
ignorehitpause = 1

[State 2000, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 101
ignorehitpause = 1

[State 2000, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 102
ignorehitpause = 1

[State 2000, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 400
ignorehitpause = 1

[State 2000, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 500
ignorehitpause = 1

[State 2000, 残像消去]
type = Afterimagetime
trigger1 = !ishelper
time = 1
ignorehitpause = 1

[State 2000, 保険ｎｏｋｏ]
type = Assertspecial
triggerall = !ishelper
trigger1 = animelemtime(4) < 0
flag = noko
ignorehitpause = 1

[State 2000, 演出時背景非表示]
type = Assertspecial
triggerall = !ishelper
trigger1 = animelemtime(2) > 0
flag = nobg
flag2 = nofg
flag3 = roundnotover
ignorehitpause = 1

[State 2000, 演出時背景塗り潰し]
type = Envcolor
triggerall = !ishelper
trigger1 = animelemtime(2) > 0
time = 1
value = 0, 0, 0
under = 1
ignorehitpause = 1

[State 2000, ボイス]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(1)
value = 2000, 0
channel = 0
volume = 255
ignorehitpause = 1

[State 2000, 小カットイン効果音]
type = Playsnd
triggerall = !ishelper
trigger1 = animelemtime(1) = 60
value = 100, 12
channel = 1
ignorehitpause = 1

[State 2000, 大カットイン効果音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(2)
value = 100, 9
channel = 2
ignorehitpause = 1

[State 2000, 背景音１]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(3)
value = 100, 13
volume = 255
channel = 3
ignorehitpause = 1

[State 2000, 背景音１]
type = Playsnd
triggerall = !ishelper
trigger1 = animelemtime(3) = 40
value = 100, 14
channel = 4
ignorehitpause = 1

[State 2000, 背景音１]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(3)
value = 100, 15
channel = 5
volume = 255
ignorehitpause = 1

[State 2000, 背景音１]
type = Playsnd
triggerall = !ishelper
trigger1 = animelemtime(3) = 60
value = 100, 8
channel = 6
freqmul = 2
ignorehitpause = 1

[State 2000, 背景音２]
type = Playsnd
triggerall = !ishelper
trigger1 = animelemtime(4) = 60
value = 100, 10
channel = 7
freqmul = 0.5
ignorehitpause = 1

[State 2000, 背景音２]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(4)
value = 100, 16
channel = 8
volume = 255
ignorehitpause = 1

[State 2000, 小カットイン]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(1170)
trigger1 = !animelemtime(1)
anim = 1170
ID = 1170
postype = back
pos = 50, -30
removetime = 180
bindtime = -1
scale = 0.5, 0.5
sprpriority = -1
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 大カットイン]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(1140)
trigger1 = !animelemtime(2)
anim = 1140
ID = 1140
postype = back
pos = 30, -2
removetime = 120
bindtime = -1
scale = 0.45, 0.45
sprpriority = -1
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 背景その１]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(1150)
trigger1 = !animelemtime(4)
anim = 1150
ID = 1150
pos = 0, 0
postype = Left
bindtime = -1
removetime = 486
scale = 1, 1
sprpriority = 7
ontop = 1
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 背景その２]
type = Explod
triggerall = !ishelper
triggerall = !numexplod(1160)
trigger1 = !animelemtime(3)
anim = 1160
ID = 1160
pos = 0, 0
postype = Left
bindtime = -1
removetime = 240
scale = 1, 1
sprpriority = 7
ontop = 1
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, ヒットエフェクト]
type = Explod
triggerall = !ishelper
trigger1 = numexplod(1160)
anim = 1130 + random % 5
id = 1130
postype = p1
pos = random / 20 + ceil(p2dist x) - 20, random / 10 + ceil(p2dist y) - 100
scale = 0.2 + random % 100 / 100.0, 0.2 + random % 100 / 100.0
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, ホワイトアウト]
type = Allpalfx
triggerall = !ishelper
trigger1 = animelemtime(3) = [200, 240]
time = 1
add = animelemtime(3) * 5 - 1000, animelemtime(3) * 5 - 1000, animelemtime(3) * 5 - 1000
ignorehitpause = 1

[State 2000, ブラックアウト]
type = Allpalfx
triggerall = !ishelper
trigger1 = animelemtime(4) = [400, 486]
time = 1
mul =  1458 - animelemtime(4) * 3, 1458 - animelemtime(4) * 3, 1458 - animelemtime(4) * 3
ignorehitpause = 1

[State 2000, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
value = 16000
ignorehitpause = 1

[State 2000, 準ステート固定]
type = Changestate
trigger1 = !ishelper
value = 120
ignorehitpause = 1

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

[Statedef 16000]

[State 16000, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
value = 5150
ignorehitpause = 1

[State 16000, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = S
movetype = I
ignorehitpause = 1

[State 16000, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 16000
value = 16000
ignorehitpause = 1

[State 16000, コントロール可]
type = Ctrlset
trigger1 = !ishelper
value = 1
ignorehitpause = 1

[State 16000, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 98
ignorehitpause = 1

[State 16000, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 101
ignorehitpause = 1

[State 16000, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 102
ignorehitpause = 1

[State 16000, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 400
ignorehitpause = 1

[State 16000, エフェクト消去]
type = Removeexplod
trigger1 = !ishelper
ID = 500
ignorehitpause = 1

[State 16000, 画面外へ]
type = Posset
trigger1 = !ishelper
x = 320
y = 240
ignorehitpause = 1

[State 16000, 演出延長]
type = Assertspecial
trigger1 = animelemtime(1) < 180
flag = roundnotover
ignorehitpause = 1

[State 16000, 準ステート固定]
type = Changestate
trigger1 = !ishelper
value = 120
ignorehitpause = 1

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

[Statedef 17000]
movehitpersist = 1
hitdefpersist = 1

[State 17000, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
value = 5150
ignorehitpause = 1

[State 17000, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
statetype = C
movetype = A
ignorehitpause = 1

[State 17000, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 17000
value = 17000
ignorehitpause = 1

[State 17000, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 17000, 爆発エフェクト]
type = Explod
triggerall = !ishelper
trigger1 = numexplod(17000) < 10
anim = 1010
id = 17000
pos = 0, -50
random = 80, 80
scale = 0.3, 0.3
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 17000, 後退]
type = Velset
trigger1 = !ishelper
x = const(velocity.walk.back.x) / 3
y = 1
ignorehitpause = 1

[State 17000, 蘇生用]
type = Hitdef
trigger1 = !ishelper
attr = , AA, AT, AP
hitflag = MAFD
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = -1
pausetime = 2, 0
affectteam = f
ignorehitpause = 1

[State 17000, 蘇生ステートへ]
type = Changestate
triggerall = !ishelper
trigger1 = hitpausetime
value = 18000
ignorehitpause = 1

[State 17000, 準ステート固定]
type = Changestate
trigger1 = !ishelper
value = 120
ignorehitpause = 1

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

[Statedef 19000]

[State 19000, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "Crueltear=Relinquish"
value = 5150
ignorehitpause = 1

[State 19000, ライフ管理]
type = Lifeset
triggerall = !ishelper
trigger1 = var(9)
value = lifemax
ignorehitpause = 1

[State 19000, ステートタイプ変更]
type = Statetypeset
trigger1 = !ishelper
movetype = I
ignorehitpause = 1

[State 19000, アニメ変更]
type = Changeanim
triggerall = !ishelper
trigger1 = anim != 19000
value = 19000
ignorehitpause = 1

[State 19000, コントロール不可]
type = Ctrlset
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[State 19000, 爆風消去]
type = Removeexplod
triggerall = !ishelper
trigger1 = !animelemtime(1)
ID = 17000
ignorehitpause = 1

[State 19000, 位置セット]
type = Posset
triggerall = !ishelper
triggerall = var(9)
trigger1 = !animelemtime(1)
y = -120
ignorehitpause = 1

[State 19000, 落雷]
type = Explod
triggerall = !ishelper
triggerall = var(9)
trigger1 = !animelemtime(1)
anim = 1020
id = 19000
pos = 0, 270
ontop = 1
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 19000, 音]
type = Playsnd
triggerall = !ishelper
triggerall = var(9)
trigger1 = !animelemtime(1)
value = 100, 4
channel = 1
ignorehitpause = 1

[State 19000, ボイス]
type = Playsnd
triggerall = !ishelper
triggerall = var(9)
trigger1 = !animelemtime(1)
value = 19000, 0
channel = 0
ignorehitpause = 1

[State 19000, 下降]
type = Velset
trigger1 = !ishelper
y = 6
ignorehitpause = 1

[State 19000, ステート変更]
type = Changestate
triggerall = !ishelper
trigger1 = !animtime
trigger2 = screenpos y > 200
value = 0
ctrl = 1
ignorehitpause = 1

[State 19000, 準ステート固定]
type = Changestate
trigger1 = !ishelper
value = 120
ignorehitpause = 1
