;--------------------------------------------------------
;--------------------------------------------------------
;グランドクロス
[Statedef 4000]
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 3020
sprpriority = 2

[State 240, 4]
type = varset
trigger1 = 1
var(57) = 1

[state 195]
type = Explod
trigger1 = time = 13
anim = 1620
postype = p1
pos = 12,-92
sprpriority = -1
supermove = 1

[state 195]
type = Explod
trigger1 = time = 23
anim = 1621
postype = p1
pos = 12,-92
sprpriority = 5
supermove = 1

[State Snd];
type = PlaySnd
trigger1 = AnimElem = 11
value = S0,13

[State Snd];
type = PlaySnd
trigger1 = AnimElem = 7
value = S0,20

[State Snd];
type = PlaySnd
trigger1 = AnimElem = 7
value = S0,32

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
ignorehitpause = 1

[State 840,0]
type = envcolor
trigger1 = animelem = 7
time = 3
value = 255,255,255
under = -1
ignorehitpause = 1

[State 840,0]
type = envcolor
trigger1 = Time = [13,42]
time = 1
value = 0,0,0
under = -1
ignorehitpause = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
trigger1 = animelem = 12, >= 0
mul = 900,900,900
time = 2
add = -250,-250,-250
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [13,42]
trigger2 = 1
trigger2 = animelem = 12, >= 0
flag = Noshadow
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [13,42]
trigger2 = 1
trigger2 = animelem = 11, >= 0
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(7) = 0
sysvar(3) = (sysvar(3)^4096)

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(7) = 30
sysvar(3) = (sysvar(3)^4096)

[state 190]
type = superpause
trigger1 = palno != 12
trigger1 = animelem = 7
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 0
ignorehitpause = 1

[State 701, 1]
type = envshake
trigger1 = AnimElem = 11
time = 10

[State x]
type = Explod
trigger1 = animelem = 11
anim = 909
postype = p1
pos = 2,7
sprpriority = 3

[State x]
type = Explod
trigger1 = animelem = 11
anim = 910
postype = p1
pos = 2,7
sprpriority = -2

[State x]
type = Explod
trigger1 = animelem = 11
anim = 911
postype = p1
pos = 2,0
sprpriority = -1

[State x];十字架
type = Explod
trigger1 = animelem = 11
anim = 10000
id = 10000
postype = p1
pos = 0,0
sprpriority = -3
removetime = -1
removeongethit = 1
bindtime = -1

[State x];オーラ
type = Explod
trigger1 = animelem = 11
anim = 10010
id = 10000
postype = p1
pos = 0,0
sprpriority = -1
removetime = -1
removeongethit = 1
bindtime = -1

[State Snd];うなる
type = PlaySnd
trigger1 = AnimElem = 11;9
value = S0,29

[State Snd];音
type = PlaySnd
trigger1 = AnimElem = 11;9
value = S2,0
channel = 3

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 4001

;--------------------------------------------------------
;グランドクロス攻撃
[Statedef 4001]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3021
sprpriority = 2

[State 240, 4]
type = varset
trigger1 = time = 0
var(13) = 0

[State 240, 4]
type = varset
trigger1 = time = 0
var(15) = 0

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 900,900,900
add = -250000,-250000,-250000
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
flag = NoFG
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
ignorehitpause = 1

[State 3000, hel]
type = Helper
trigger1 = time = 0
ID = 4150
name = "wall"
postype  = p1
pos = 0,0
stateno = 4150
ownpal = 1

[State 240, 2]
type = Projectile
trigger1 = time = 12
trigger2 = time > 12
trigger2 = time%12 = 0
projanim = 4100
projid = 4100
projremove = 0
projremovetime = 2
projhits = 10
projmisstime = 2
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S, SA
animtype  = up
damage    = 42,23
guardflag = M
hitflag = MAFD
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
hitsound   = S2,1
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2,-1
air.velocity = -2,-1
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
palfx.time = 13
palfx.sinadd = 10,60,10,17
palfx.add = -10,160,-10
fall.recover = 0
absolute = 1

[State 240, 2]
type = Projectile
trigger1 = time > 18
trigger1 = time%6 = 0
projanim = 4100
projid = 4100
projremove = 0
projremovetime = 2
projhits = 10
projmisstime = 2
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S, SA
animtype  = up
damage    = 45
guardflag = M
hitflag = -MAFD
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
hitsound   = S2,1
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2,-1
air.velocity = -2,-1
fall = 1
fall.recover = 0
getpower = 0,0
palfx.time = 13
palfx.sinadd = 10,60,10,17
palfx.add = -10,160,-10
fall.recover = 0
sprpriority = -2

[state 195]
type = removeExplod
trigger1 = Time = 120
ID = 10000

[State x];十字架消滅
type = Explod
trigger1 = Time = 120
anim = 10002
id = 10002
postype = p1
pos = 0,0
sprpriority = -3
removetime = 24
removeongethit = 1
bindtime = -1

[State 240, 4]
type = ChangeState
trigger1 = Time = 120
value = 4002

;--------------------------------------------------------
;グランドクロス終了
[Statedef 4002]
type    = S
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3022
sprpriority = 2

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
ignorehitpause = 1

[State Snd];
type = stopSnd
trigger1 = Time = 0
channel = 3

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = time <= 25
trigger1 = 1
flag = Noshadow
flag = NoFG
ignorehitpause = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = time <= 25
trigger1 = 1
time = 5
mul = 900,900,900
add = -250000,-250000,-250000
ignorehitpause = 1

[State -2]
type = Helper
trigger1 = winko
trigger1 = roundstate > 2
trigger1 = time = 25
trigger1 = numhelper(10003) = 0
ID = 10003
name = "winflash"
postype = back
pos = 0,0
sprpriority = 2
stateno = 10003
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
trigger1 = !alive
value = 5050
ctrl = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
;--------------------------------------------------------
;クロスジャッジメント
[Statedef 4050]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 4050
value = 4050

[State 240, 4]
type = poweradd
trigger1 = animelemtime(1) = 0
value = -5000

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(4) = 0
ignorehitpause = 1

[state 195]
type = Explod
trigger1 = sysvar(4) = 13
anim = 1620
postype = p1
pos = 12,-92
sprpriority = -1
supermove = 1

[state 195]
type = Explod
trigger1 = sysvar(4) = 23
anim = 1621
postype = p1
pos = 12,-92
sprpriority = 5
supermove = 1

[State Snd];
type = PlaySnd
trigger1 = animelemtime(11) = 0
value = S0,13

[State Snd];
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S0,24
channel = 0

[State Snd];
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S3,0

[state x]
type = Explod
trigger1 = animelemtime(7) = 0
anim = 20001
postype = back
pos = 0,30
sprpriority = -2
supermove = 1
bindtime = -1
pausemovetime = 999
supermovetime = 999

[state x]
type = Explod
trigger1 = animelemtime(7) = 0
anim = 21000
postype = back
pos = 0,30
sprpriority = -1
supermove = 1
vel = 0.5,0
;bindtime = -1
pausemovetime = 999
supermovetime = 999

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA, AP,AA,AT
time = 1
ignorehitpause = 1

[State 840,0]
type = envcolor
trigger1 = animelemtime(7) = 0
time = 3
value = 255,255,255
under = -1
ignorehitpause = 1

[State 840,0]
type = envcolor
trigger1 = sysvar(4) = [13,62]
time = 1
value = 0,0,0
under = -1
ignorehitpause = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
mul = 900,900,900
time = 2
add = -250,-250,-250
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(7) = 0
sysvar(3) = (sysvar(3)^4096)

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(7) = 40
sysvar(3) = (sysvar(3)^4096)

[state 190]
type = superpause
trigger1 = palno != 12
trigger1 = animelemtime(7) = 0
time = 40
movetime = 40
anim = -1
darken = 0
unhittable = 1
ignorehitpause = 1

[State 701, 1]
type = envshake
trigger1 = animelemtime(11) = 0
time = 10

[State x]
type = Explod
trigger1 = animelemtime(11) = 0
anim = 909
postype = p1
pos = 2,7
sprpriority = 3

[State x]
type = Explod
trigger1 = animelemtime(11) = 0
anim = 910
postype = p1
pos = 2,7
sprpriority = -2

[State x]
type = Explod
trigger1 = animelemtime(11) = 0
anim = 911
postype = p1
pos = 2,0
sprpriority = -1

[State x];十字架
type = Explod
trigger1 = animelemtime(11) = 0
anim = 10000
id = 10000
postype = p1
pos = 0,0
scale = 2.0,2.0
sprpriority = -3
removetime = -1
removeongethit = 1
bindtime = -1

[State x];オーラ
type = Explod
trigger1 = animelemtime(11) = 0
anim = 10010
id = 10000
postype = p1
pos = 0,0
scale = 1.5,1.5
sprpriority = -1
removetime = -1
removeongethit = 1
bindtime = -1

[State Snd]
type = PlaySnd
trigger1 = animelemtime(11) = 0
value = S0,25
channel = 0

[State Snd];音
type = PlaySnd
trigger1 = animelemtime(11) = 0
value = S2,0
channel = 3

[State 240, 4]
type = varset
trigger1 = sysvar(4) = 0
var(11) = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 4051

[State 240, 4]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;--------------------------------------------------------
;クロスジャッジメント攻撃
[Statedef 4051]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 4051
value = 4051

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(4) = 0
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = sysvar(4) = 0
var(13) = 0

[State 240, 4]
type = varset
trigger1 = sysvar(4) = 0
var(15) = 0

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 256,256,256
add = -256,-256,-256
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
ignorehitpause = 1

[State 0];マーキング
type=Reversaldef
trigger1=!ishelper
reversal.attr=SCA,AA,AP,AT
pausetime=0,0
p2stateno=-1
p2getp1state=0
sparkxy=99999,99999
ignorehitpause = 1

[State -2, ターゲット削除]
type=targetdrop
triggerall=!ishelper
trigger1=numtarget>6
ignonorehitpause = 1

[State 0];マーキング
type=Reversaldef
trigger1=!ishelper
reversal.attr=SCA,AA,AP,AT
pausetime=0,0
p2stateno=-1
p2getp1state=0
sparkxy=99999,99999
ignorehitpause = 1

[State -2, targetlife]
type=varset
triggerall=!ishelper
trigger1=numtarget
var(30)=target,lifemax
ignonorehitpause = 1

[State ,スリップ]
type=targetlifeadd
triggerall=!ishelper
triggerall=numtarget
trigger1 = palno = 12
trigger2 = numexplod(1300000000)
value = -1-(var(30)/200)
absolute = 1
kill = 1
ignorehitpause = 1

[State ,スリップ]
type=targetlifeadd
triggerall=!ishelper
triggerall=numtarget
triggerall=numtarget
trigger1 = palno != 12
trigger1 = !numexplod(1300000000)
value = -1-(var(30)/1000)
absolute = 1
kill = 1
ignorehitpause = 1

[State 3000, hel]
type = Helper
trigger1 = sysvar(4) = 0
ID = 104155
helpertype = player
name = "wall"
postype  = p1
pos = 0,0
stateno = 4155
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 240, 2]
type = Projectile
trigger1 = sysvar(4) = 12
trigger2 = sysvar(4) > 12
trigger2 = sysvar(4)%6 = 0
trigger2 = roundstate = 2
trigger3 = sysvar(4) > 12
trigger3 = sysvar(4)%18 = 0
trigger3 = roundstate != 2
projanim = 4101
projid = 4101
projremove = 0
projremovetime = 2
projhits = 10
projmisstime = 2
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S, SA
animtype  = up
damage    = 33+random%50
hitflag = MAFD
pausetime = 1,10
sparkno = -1
guard.sparkno = -1
hitsound   = S2,1
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2,-1
air.velocity = -2,-1
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
palfx.time = 13
palfx.sinadd = 10,60,10,17
palfx.add = -10,160,-10
fall.recover = 0

[State 240, 2]
type = Projectile
trigger1 = sysvar(4) > 15
trigger1 = sysvar(4)%16 = 0
trigger1 = roundstate = 2
projanim = 10004
projid = 10004
projremove = 0
projremovetime = 50
projhits = 10
projmisstime = 2
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
offset = 30+random%200,0
velocity = 0,-18
attr = S, SA
animtype  = up
damage    = 1+random%30
hitflag = MAFD
pausetime = 1,5
sparkno = -1
guard.sparkno = -1
hitsound   = S2,1
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2,-1
air.velocity = -2,-1
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
palfx.time = 13
palfx.sinadd = 10,60,10,17
palfx.add = -10,160,-10
fall.recover = 0

[State 240, 2]
type = Projectile
trigger1 = sysvar(4) > 15
trigger1 = sysvar(4)%16 = 8
trigger1 = roundstate = 2
projanim = 10004
projid = 10004
projremove = 0
projremovetime = 50
projhits = 10
projmisstime = 2
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
offset = -30-random%200,0
velocity = 0,-18
attr = S, SA
animtype  = up
damage    = 1+random%30
hitflag = MAFD
pausetime = 1,5
sparkno = -1
guard.sparkno = -1
hitsound   = S2,1
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2,-1
air.velocity = -2,-1
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
palfx.time = 13
palfx.sinadd = 10,60,10,17
palfx.add = -10,160,-10
fall.recover = 0

[State 240, 2]
type = Projectile
trigger1 = sysvar(4) > 15
trigger1 = sysvar(4)%16 = 0
trigger1 = roundstate != 2
projanim = 10004
projid = 10004
projremove = 0
projremovetime = 50
projhits = 1
projmisstime = 2
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
offset = 30+random%200,0
velocity = 0,-18
attr = S, SA
animtype  = up
damage    = 1+random%30
hitflag = MAFD
pausetime = 1,5
sparkno = -1
guard.sparkno = -1
hitsound   = S2,1
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2,-1
air.velocity = -2,-1
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
palfx.time = 13
palfx.sinadd = 10,60,10,17
palfx.add = -10,160,-10
fall.recover = 0

[State 240, 2]
type = Projectile
trigger1 = sysvar(4) > 15
trigger1 = sysvar(4)%16 = 8
trigger1 = roundstate != 2
projanim = 10004
projid = 10004
projremove = 0
projremovetime = 50
projhits = 1
projmisstime = 2
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
offset = -30-random%200,0
velocity = 0,-18
attr = S, SA
animtype  = up
damage    = 1+random%30
hitflag = MAFD
pausetime = 1,5
sparkno = -1
guard.sparkno = -1
hitsound   = S2,1
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2,-1
air.velocity = -2,-1
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
attack.dist = 600
palfx.time = 13
palfx.sinadd = 10,60,10,17
palfx.add = -10,160,-10
fall.recover = 0

[State 240, 2]
type = Projectile
trigger1 = sysvar(4) > 18
trigger1 = sysvar(4)%2 = 0
trigger1 = roundstate = 2
projanim = 4101
projid = 4101
projremove = 0
projremovetime = 2
projhits = 10
projmisstime = 2
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S, SA
animtype  = up
damage    = 66+random%200
guardflag = M
hitflag = -MAFD
pausetime = 1,5
sparkno = -1
guard.sparkno = -1
hitsound   = S2,1
guardsound = S0,39
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2,-1
air.velocity = -2,-1
fall = 1
fall.recover = 0
getpower = 0,0
palfx.time = 13
palfx.sinadd = 10,60,10,17
palfx.add = -10,160,-10
fall.recover = 0
sprpriority = -2

[state 195]
type = removeExplod
trigger1 = sysvar(4) = 160
ID = 10000

[State x];十字架消滅
type = Explod
trigger1 = sysvar(4) = 160
anim = 10002
id = 10002
postype = p1
pos = 0,0
scale = 2.0,2.0
sprpriority = -3
removetime = 24
removeongethit = 1
bindtime = -1

[State 240, 4]
type = ChangeState
trigger1 = sysvar(4) >= 160
value = 4052

[State 240, 4]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;--------------------------------------------------------
;クロスジャッジメント終了
[Statedef 4052]
type    = S
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 4052
value = 4052

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(4) = 0
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1
ignorehitpause = 1

[State Snd];
type = stopSnd
trigger1 = sysvar(4) = 0
channel = 3

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = sysvar(4) <= 40
flag = Noshadow
flag2 = NoFG
flag3 = NoBG
ignorehitpause = 1

[State 4000, BGPalFX]
type = AllPalFX
trigger1 = sysvar(4) = 0
time = 2
add = 20,20,20
mul = 256,256,256
ignorehitpause = 1

[State 4000, BGPalFX]
type = AllPalFX
trigger1 = sysvar(4) = 2
time = 2
add = 40,40,40
mul = 256,256,256
ignorehitpause = 1

[State 4000, BGPalFX]
type = AllPalFX
trigger1 = sysvar(4) = 4
time = 2
add = 60,60,60
mul = 256,256,256
ignorehitpause = 1

[State 4000, BGPalFX]
type = AllPalFX
trigger1 = sysvar(4) = 6
time = 2
add = 80,80,80
mul = 256,256,256
ignorehitpause = 1

[State 4000, BGPalFX]
type = AllPalFX
trigger1 = sysvar(4) = 8
time = 2
add = 100,100,100
mul = 256,256,256
ignorehitpause = 1

[State 4000, BGPalFX]
type = AllPalFX
trigger1 = sysvar(4) = 10
time = 2
add = 120,120,120
mul = 256,256,256
ignorehitpause = 1

[State 4000, BGPalFX]
type = AllPalFX
trigger1 = sysvar(4) = 12
time = 2
add = 150,150,150
mul = 256,256,256
ignorehitpause = 1

[State 4000, BGPalFX]
type = AllPalFX
trigger1 = sysvar(4) = 14
time = 2
add = 180,180,180
mul = 256,256,256
ignorehitpause = 1

[State 4000, BGPalFX]
type = AllPalFX
trigger1 = sysvar(4) = 16
time = 2
add = 210,210,210
mul = 256,256,256
ignorehitpause = 1

[State 4000, BGPalFX]
type = AllPalFX
trigger1 = sysvar(4) = 18
time = 2
add = 245,245,245
mul = 256,256,256
ignorehitpause = 1

[State 1000, 0]
type = AllPalFX
trigger1 = sysvar(4) = [20,38]
time = 2
add = 256,256,256
mul = 256,256,256
color = 256
ignorehitpause = 1

[State 240, 2]
type = Projectile
trigger1 = sysvar(4) = 20
projanim = 2110
projid = 4150
projremove = 0
projremovetime = 2
projhits = 10
projmisstime = 2
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S, SA
animtype  = up
damage    = 222
guardflag = M
hitflag = -MAFD
pausetime = 1,15
sparkno = -1
guard.sparkno = -1
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -2,-1
air.velocity = -2,-1
fall = 1
fall.recover = 0
getpower = 0,0
palfx.time = 30
palfx.sinadd = 10,60,10,17
palfx.add = -10,160,-10
fall.recover = 0
sprpriority = -2

[State Snd];音
type = PlaySnd
trigger1 = sysvar(4) = 20
value = S2,2
channel = 4

[State -2, targetlife]
type=varset
triggerall=!ishelper
trigger1=numtarget
var(30)=target,lifemax
ignonorehitpause = 1

[State ,割合ダメージ]
type=targetlifeadd
triggerall=!ishelper
triggerall=numtarget
triggerall=palno!=12
triggerall=!numexplod(1300000000)
trigger1=sysvar(4)=20
value=-1-(var(30)/2)
absolute=1
kill=1
ignorehitpause=1

[State ,即死]
type=targetlifeadd
triggerall=!ishelper
triggerall=numtarget
triggerall=sysvar(4)=[20,35]
trigger1=palno=12
trigger2=numexplod(1300000000)
value=-2147483648
absolute=1
kill=1
ignorehitpause=1

[State ,即死]
type=targetstate
triggerall=!ishelper
triggerall=numtarget
triggerall=!target,ishelper
triggerall=roundstate=2
triggerall=sysvar(4)=[32,40]
trigger1=palno=12
trigger2=numexplod(1300000000)
value=4190
ignorehitpause=1

[State -2, ターゲット削除]
type=targetdrop
triggerall=!ishelper
triggerall=numtarget
trigger1=sysvar(4)>40
ignonorehitpause = 1

[State -2, リセット]
type=varset
triggerall=!ishelper
trigger1=sysvar(4)>40
var(30)=0
ignonorehitpause = 1

[State 240, 4]
type = varset
trigger1 = animtime = 0
sysvar(4) = 0
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = palno = 12
trigger1 = animtime = 0
trigger1 = !alive
value = 5151
ctrl = 0

[State 240, 4]
type = ChangeState
trigger1 = animtime = 0
trigger1 = !alive
value = 5050
ctrl = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[State 240, 4]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;---------------------------------------------------------------
;吸込準備
[Statedef 4150]
type    = S
movetype= I
physics = N
Anim = 99999
ctrl = 0

[State 4151 ,hel]
type = Helper
trigger1 = time = 0
helpertype = Normal
ID = 4151
name = "suiyose1"
pos = floor(FrontEdgeDist),0
postype = p1
stateno = 4151
size.height = 999999
facing = -1
ownpal = 1
keyctrl = 0

[State 3050 ,hel]
type = Helper
trigger1 = time = 0
helpertype = Normal
ID = 4152
name = "suiyose2"
postype = p1
pos = -floor(BackEdgeDist)-15,0
stateno = 4151
size.height = 999999
facing = 1
ownpal = 1
keyctrl = 0

[State 3050 ,ds]
type = destroyself
trigger1 = time >= 120
trigger2 = roundstate > 2
trigger3 = root,stateno != [4000,4002]

;---------------------------------------------------------------
;吸込
[Statedef 4151]
type    = S
movetype= I
physics = N
Anim = 4150
ctrl = 0

[State 3051 ,pp]
type = playerpush
trigger1 = 1
value = 1

[State 3051 ,nhb]
type = NotHitBy
trigger1 = 1
time = -1
value = SCA,AA,AP,AT

[State 3051 ,ps]
type = posset
trigger1 = 1
y = enemynear,pos y

[State 3051 ,vs]
type = velset
trigger1 = (rootdist X >= 0)
x = 30

[State 3051 ,vs]
type = velset
trigger1 = (rootdist X >= 0) && (P2bodydist X <= 15)
x = 3.4

[State 3051 ,vs]
type = velset
trigger1 = rootdist X = [-15,15]
x = 0

[State 3051 ,pa]
type = posadd
trigger1 = P2bodydist X < -15
x = -90

[State 3051 ,ds]
type = destroyself
trigger1 = time >= 120
trigger2 = roundstate > 2
trigger3 = root,stateno != [4000,4002]

;---------------------------------------------------------------
;吸込準備
[Statedef 4155]
type    = S
movetype= I
physics = N
ctrl = 0

[State 240, 4]
type = changeanim
trigger1 = anim != 99999
value = 99999

[state ,本体追従]
type=posset
trigger1=1
x=root,pos X
y=root,pos Y
ignorehitpause=1

[State 4151 ,hel]
type = Helper
trigger1 = sysvar(4) = 0
helpertype = player
ID = 104156
name = "suiyose1"
pos = floor(FrontEdgeDist),0
postype = p1
stateno = 4156
size.height = 999999
facing = -1
ownpal = 1
keyctrl = 0

[State 3050 ,hel]
type = Helper
trigger1 = sysvar(4) = 0
helpertype = player
ID = 104157
name = "suiyose2"
postype = p1
pos = -floor(BackEdgeDist)-15,0
stateno = 4156
size.height = 999999
facing = 1
ownpal = 1
keyctrl = 0

[State 3050 ,ds]
type = destroyself
trigger1 = root,anim != [4050,4052]
ignorehitpause=1

[State 3050 ,ds]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause=1

;---------------------------------------------------------------
;吸込
[Statedef 4156]
type    = S
movetype= I
physics = N
ctrl = 0

[State 240, 4]
type = changeanim
trigger1 = anim != 4150
value = 4150

[State 3051 ,pp]
type = playerpush
trigger1 = 1
value = 1

[State 3051 ,nhb]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA,AA,AP,AT

[State 3051 ,ps]
type = posset
trigger1 = 1
y = enemynear,pos y

[State 3051 ,vs]
type = velset
trigger1 = (rootdist X >= 0)
x = 45

[State 3051 ,vs]
type = velset
trigger1 = (rootdist X >= 0) && (P2bodydist X <= 15)
x = 8

[State 3051 ,vs]
type = velset
trigger1 = rootdist X = [-15,15]
x = 0

[State 3051 ,pa]
type = posadd
trigger1 = P2bodydist X < -15
x = -110

[State ,アーマー]
type=HitOverride
trigger1=1
attr=SCA,AA,AP,AT
stateno=5150
SuperMoveTime=2147483647
PauseMoveTime=2147483647
ignorehitpause=1

[State 3050 ,ds]
type = destroyself
trigger1 = sysvar(4) >= 160
trigger2 = root,anim != [4050,4052]
trigger3 = roundstate > 2
ignorehitpause=1

[State 3050 ,ds]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause=1

;---------------------------------------------------------------
;即死
[Statedef 4190]
type    = S
movetype= H
physics = N
ctrl = 0

[State 3051 ,nhb]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA,AA,AP,AT

[State 240, 4]
type=changeanim2
trigger1=!ishelper
value=99999

[State ,即死]
type=lifeset
trigger1=!ishelper
value=0
ignorehitpause=1

[State ,即死]
type=lifeadd
trigger1=!ishelper
value=-2147483648
absolute=1
kill=1
ignorehitpause=1

[State ,即死]
type=lifeadd
trigger1=!ishelper
value=-1
absolute=1
kill=1
ignorehitpause=1

[State 3050 ,ds]
type = destroyself
trigger1 = ishelper
ignorehitpause=1

[State 240, 4]
type = SelfState
trigger1 = !ishelper
trigger1 = alive
trigger1 = time > 5
value = 52

[State 240, 4]
type = SelfState
trigger1 = !ishelper
trigger1 = !alive
value = 5050
ctrl = 0

;-------------------------------------------------------------
;-------------------------------------------------------------
;-------------------------------------------------------------
;アクセラレーション・ドゥエ
[Statedef 4200]
type    = S
movetype= A
physics = N
poweradd = -2000
velset = 0,0
anim = 4200
ctrl = 0
sprpriority = 2

[State 0, 振り向き]
type = Turn
trigger1 = time = 0
trigger1 = p2bodydist X < 0

[State Snd];音
type = PlaySnd
trigger1 = time = 0
value = S0,18
channel = 0

[State Snd];音
type = PlaySnd
trigger1 = time = 31
value = S0,12

[State 840, 1]
type = Velset
trigger1 = time > 30
x = 8.4

[state 195]
type = Explod
trigger1 = time = 0
anim = 1620
postype = p1
pos = 10,-80
sprpriority = -1
supermove = 1

[state 195]
type = Explod
trigger1 = time = 10
anim = 1621
postype = p1
pos = 10,-80
sprpriority = 5
supermove = 1

[state 190]
type = envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = -1

[state 190]
type = envcolor
trigger1 = time = 2
time = 28
value = 0,0,0
under = -2

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
ignorehitpause = 1

[State 1000, 5]
type = HitDef
trigger1 = time > 30
attr = S, HA
animtype  = Hard
damage    = 0
priority  = 6
hitflag = MAF
pausetime = 0,0
sparkxy = 10,-70 + var(12)
sparkno = S904
hitsound   = S0,5
p1stateno = 4201
p2stateno = 4250
guard.dist = 0
affectteam = B
fall = 1
fall.recover = 0

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(1) = 0
sysvar(3) = (sysvar(3)^4096)

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(1) = 30
sysvar(3) = (sysvar(3)^4096)

[State Snd];音
type = PlaySnd
trigger1 = palno = 12
trigger1 = animelemtime(1) = 0
value = S0,32

[state 190]
type = superpause
trigger1 = palno != 12
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,32

[State 820, 1]
type = notHitBy
triggerall = alive = 1
trigger1 = time = 0
value = SCA, AA, AP, AT
time = 30

[State 820, 1]
type = notHitBy
trigger1 = alive != 1
value = SCA, AA, AP, AT
time = 1

[State 240, 4]
type = changestate
trigger1 = Time = 60
value = 4205

;-------------------------------------------------------------
;空中版
[Statedef 4210]
type    = A
movetype= A
physics = N
poweradd = -2000
velset = 0,0
anim = 4210
ctrl = 0
sprpriority = 2

[State Snd];音
type = PlaySnd
trigger1 = time = 0
value = S0,18
channel = 0

[State Snd];音
type = PlaySnd
trigger1 = time = 31
value = S0,12

[State 840, 1]
type = Velset
trigger1 = time > 30
x = 6.4
y = 7.8

[state 195]
type = Explod
trigger1 = time = 0
anim = 1620
postype = p1
pos = 10,-80
sprpriority = -1
supermove = 1

[state 195]
type = Explod
trigger1 = time = 10
anim = 1621
postype = p1
pos = 10,-80
sprpriority = 5
supermove = 1

[state 190]
type = envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = -1

[state 190]
type = envcolor
trigger1 = time = 2
time = 28
value = 0,0,0
under = -2

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
ignorehitpause = 1

[State 1000, 5]
type = HitDef
trigger1 = time > 30
attr = A, HA
animtype  = Hard
damage    = 0
priority  = 6
hitflag = MAF
pausetime = 0,0
sparkxy = 10,-70 + var(12)
sparkno = S904
hitsound   = S0,5
p1stateno = 4201
p2stateno = 4250
guard.dist = 0
affectteam = B
fall = 1
fall.recover = 0

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(1) = 0
sysvar(3) = (sysvar(3)^4096)

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(1) = 30
sysvar(3) = (sysvar(3)^4096)

[State Snd];音
type = PlaySnd
trigger1 = palno = 12
trigger1 = animelemtime(1) = 0
value = S0,32

[state 190]
type = superpause
trigger1 = palno != 12
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,32

[State 820, 1]
type = notHitBy
trigger1 = time = 0
value = SCA, AA, AP, AT
time = 30

[State 240, 4]
type = changestate
trigger1 = pos y >= 0
value = 4205

;---------------------------------------------------------------
;成功
[Statedef 4201]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 4201
ctrl = 0
sprpriority = 2

[State 840, 1]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 840, 1]
type = posset
trigger1 = time = 0
y = 0

[state x]
type = TargetBind
trigger1 = Time = 0
pos = 0,0
Time = 1

[State Snd];音
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,42
channel = 0

[State 240, 4]
type = changestate
trigger1 = AnimTime = 0
value = 4202

;---------------------------------------------------------------------------
;加速ドゥエ
[Statedef 4202]
type = S
movetype= A
physics = N
ctrl = 0
anim = 4202
velset = 0,0
sprpriority = 5

[state hah]
type = varset
trigger1 = numtarget
var(30) = target,lifemax

[State 1000, snd]
type = playsnd
trigger1 = AnimElemtime(1) = 0
trigger2 = AnimElemtime(8) = 0
trigger3 = AnimElemtime(15) = 0
trigger4 = AnimElemtime(22) = 0
trigger5 = AnimElemtime(29) = 0
trigger6 = AnimElemtime(34) = 0
trigger7 = AnimElemtime(39) = 0
trigger8 = AnimElemtime(44) = 0
trigger9 = AnimElemtime(49) = 0
trigger10 = AnimElemtime(54) = 0
trigger11 = AnimElemtime(59) = 0
trigger12 = AnimElemtime(64) = 0
trigger13 = AnimElemtime(69) = 0
trigger14 = AnimElemtime(74) = 0
trigger15 = AnimElemtime(79) = 0
trigger16 = AnimElemtime(84) = 0
trigger17 = AnimElemtime(87) = 0
trigger18 = AnimElemtime(90) = 0
trigger19 = AnimElemtime(93) = 0
trigger20 = AnimElemtime(96) = 0
trigger21 = AnimElemtime(99) = 0
trigger22 = AnimElemtime(102) = 0
trigger23 = AnimElemtime(106) = 0
trigger24 = AnimElemtime(110) = 0
trigger25 = AnimElemtime(114) = 0
trigger26 = AnimElemtime(118) = 0
trigger27 = AnimElemtime(122) = 0
trigger28 = AnimElemtime(126) = 0
value = S0,14
channel = 1

[State 1000, snd]
type = playsnd
trigger1 = AnimElemtime(5) = 0
trigger2 = AnimElemtime(12) = 0
trigger3 = AnimElemtime(19) = 0
trigger4 = AnimElemtime(26) = 0
trigger5 = AnimElemtime(32) = 0
trigger6 = AnimElemtime(37) = 0
trigger7 = AnimElemtime(42) = 0
trigger8 = AnimElemtime(47) = 0
trigger9 = AnimElemtime(52) = 0
trigger10 = AnimElemtime(57) = 0
trigger11 = AnimElemtime(62) = 0
trigger12 = AnimElemtime(67) = 0
trigger13 = AnimElemtime(72) = 0
trigger14 = AnimElemtime(77) = 0
trigger15 = AnimElemtime(82) = 0
trigger16 = AnimElemtime(86) = 0
trigger17 = AnimElemtime(89) = 0
trigger18 = AnimElemtime(92) = 0
trigger19 = AnimElemtime(95) = 0
trigger20 = AnimElemtime(98) = 0
trigger21 = AnimElemtime(101) = 0
trigger22 = AnimElemtime(104) = 0
trigger23 = AnimElemtime(108) = 0
trigger24 = AnimElemtime(112) = 0
trigger25 = AnimElemtime(116) = 0
trigger26 = AnimElemtime(120) = 0
trigger27 = AnimElemtime(124) = 0
trigger28 = AnimElemtime(128) = 0
value = S0,2
channel = 1

[State 1000, snd]
type = playsnd
trigger1 = AnimElemtime(5) = 0
trigger2 = AnimElemtime(12) = 0
trigger3 = AnimElemtime(19) = 0
trigger4 = AnimElemtime(26) = 0
trigger5 = AnimElemtime(32) = 0
trigger6 = AnimElemtime(37) = 0
trigger7 = AnimElemtime(42) = 0
trigger8 = AnimElemtime(47) = 0
trigger9 = AnimElemtime(52) = 0
trigger10 = AnimElemtime(57) = 0
trigger11 = AnimElemtime(62) = 0
trigger12 = AnimElemtime(67) = 0
trigger13 = AnimElemtime(72) = 0
trigger14 = AnimElemtime(77) = 0
trigger15 = AnimElemtime(82) = 0
trigger16 = AnimElemtime(86) = 0
trigger17 = AnimElemtime(89) = 0
trigger18 = AnimElemtime(92) = 0
trigger19 = AnimElemtime(95) = 0
trigger20 = AnimElemtime(98) = 0
trigger21 = AnimElemtime(101) = 0
trigger22 = AnimElemtime(104) = 0
trigger23 = AnimElemtime(108) = 0
trigger24 = AnimElemtime(112) = 0
trigger25 = AnimElemtime(116) = 0
trigger26 = AnimElemtime(120) = 0
trigger27 = AnimElemtime(124) = 0
trigger28 = AnimElemtime(128) = 0
value = S0,17
channel = 0

[State x]
type = HitAdd
trigger1 = AnimElemtime(7) = 0
trigger2 = AnimElemtime(14) = 0
trigger3 = AnimElemtime(21) = 0
trigger4 = AnimElemtime(28) = 0
trigger5 = AnimElemtime(33) = 1
trigger6 = AnimElemtime(38) = 1
trigger7 = AnimElemtime(43) = 1
trigger8 = AnimElemtime(48) = 1
trigger9 = AnimElemtime(53) = 1
trigger10 = AnimElemtime(58) = 0
trigger11 = AnimElemtime(63) = 0
trigger12 = AnimElemtime(68) = 0
trigger13 = AnimElemtime(73) = 0
trigger14 = AnimElemtime(78) = 0
trigger15 = AnimElemtime(83) = 0
trigger16 = AnimElemtime(86) = 1
trigger17 = AnimElemtime(89) = 1
trigger18 = AnimElemtime(92) = 1
trigger19 = AnimElemtime(95) = 1
trigger20 = AnimElemtime(98) = 1
trigger21 = AnimElemtime(101) = 1
trigger22 = AnimElemtime(104) = 0
trigger23 = AnimElemtime(108) = 0
trigger24 = AnimElemtime(112) = 0
trigger25 = AnimElemtime(116) = 0
trigger26 = AnimElemtime(120) = 0
trigger27 = AnimElemtime(124) = 0
trigger28 = AnimElemtime(128) = 0
value = 1

[State x]
type = TargetLifeAdd
trigger1 = AnimElemtime(7) = 0
trigger2 = AnimElemtime(14) = 0
trigger3 = AnimElemtime(21) = 0
trigger4 = AnimElemtime(28) = 0
trigger5 = AnimElemtime(33) = 1
trigger6 = AnimElemtime(38) = 1
trigger7 = AnimElemtime(43) = 1
trigger8 = AnimElemtime(48) = 1
trigger9 = AnimElemtime(53) = 1
trigger10 = AnimElemtime(58) = 0
trigger11 = AnimElemtime(63) = 0
trigger12 = AnimElemtime(68) = 0
trigger13 = AnimElemtime(73) = 0
trigger14 = AnimElemtime(78) = 0
trigger15 = AnimElemtime(83) = 0
trigger16 = AnimElemtime(86) = 1
trigger17 = AnimElemtime(89) = 1
trigger18 = AnimElemtime(92) = 1
trigger19 = AnimElemtime(95) = 1
trigger20 = AnimElemtime(98) = 1
trigger21 = AnimElemtime(101) = 1
trigger22 = AnimElemtime(104) = 0
trigger23 = AnimElemtime(108) = 0
trigger24 = AnimElemtime(112) = 0
trigger25 = AnimElemtime(116) = 0
trigger26 = AnimElemtime(120) = 0
trigger27 = AnimElemtime(124) = 0
trigger28 = AnimElemtime(128) = 0
value = -var(30)*0.013
kill = 0
Absolute = 1

[State x]
type = TargetState
trigger1 = AnimElemtime(7) = 0
trigger2 = AnimElemtime(14) = 0
trigger3 = AnimElemtime(21) = 0
trigger4 = AnimElemtime(28) = 0
trigger5 = AnimElemtime(33) = 1
trigger6 = AnimElemtime(38) = 1
trigger7 = AnimElemtime(43) = 1
trigger8 = AnimElemtime(48) = 1
trigger9 = AnimElemtime(53) = 1
trigger10 = AnimElemtime(58) = 0
trigger11 = AnimElemtime(63) = 0
trigger12 = AnimElemtime(68) = 0
trigger13 = AnimElemtime(73) = 0
trigger14 = AnimElemtime(78) = 0
trigger15 = AnimElemtime(83) = 0
trigger16 = AnimElemtime(86) = 1
trigger17 = AnimElemtime(89) = 1
trigger18 = AnimElemtime(92) = 1
trigger19 = AnimElemtime(95) = 1
trigger20 = AnimElemtime(98) = 1
trigger21 = AnimElemtime(101) = 1
trigger22 = AnimElemtime(104) = 0
trigger23 = AnimElemtime(108) = 0
trigger24 = AnimElemtime(112) = 0
trigger25 = AnimElemtime(116) = 0
trigger26 = AnimElemtime(120) = 0
trigger27 = AnimElemtime(124) = 0
trigger28 = AnimElemtime(128) = 0
value = 4251

[State 200,1]
type = playsnd
trigger1 = AnimElemtime(7) = 0
trigger2 = AnimElemtime(14) = 0
trigger3 = AnimElemtime(21) = 0
trigger4 = AnimElemtime(28) = 0
trigger5 = AnimElemtime(33) = 1
trigger6 = AnimElemtime(38) = 1
trigger7 = AnimElemtime(43) = 1
trigger8 = AnimElemtime(48) = 1
trigger9 = AnimElemtime(53) = 1
trigger10 = AnimElemtime(58) = 0
trigger11 = AnimElemtime(63) = 0
trigger12 = AnimElemtime(68) = 0
trigger13 = AnimElemtime(73) = 0
trigger14 = AnimElemtime(78) = 0
trigger15 = AnimElemtime(83) = 0
trigger16 = AnimElemtime(86) = 1
trigger17 = AnimElemtime(89) = 1
trigger18 = AnimElemtime(92) = 1
trigger19 = AnimElemtime(95) = 1
trigger20 = AnimElemtime(98) = 1
trigger21 = AnimElemtime(101) = 1
trigger22 = AnimElemtime(104) = 0
trigger23 = AnimElemtime(108) = 0
trigger24 = AnimElemtime(112) = 0
trigger25 = AnimElemtime(116) = 0
trigger26 = AnimElemtime(120) = 0
trigger27 = AnimElemtime(124) = 0
trigger28 = AnimElemtime(128) = 0
value = S0,4
channel = 3
volume = -70

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

[State 1110, vel]
type = velset
trigger1 = AnimElemtime(1) = 1
trigger2 = AnimElemtime(8) = 1
trigger3 = AnimElemtime(15) = 1
trigger4 = AnimElemtime(22) = 1
trigger5 = AnimElemtime(29) = 1
trigger6 = AnimElemtime(34) = 1
trigger7 = AnimElemtime(39) = 1
trigger8 = AnimElemtime(44) = 1
trigger9 = AnimElemtime(49) = 1
trigger10 = AnimElemtime(54) = 1
trigger11 = AnimElemtime(59) = 1
trigger12 = AnimElemtime(64) = 1
trigger13 = AnimElemtime(69) = 1
trigger14 = AnimElemtime(74) = 1
trigger15 = AnimElemtime(79) = 1
trigger16 = AnimElemtime(84) = 1
trigger17 = AnimElemtime(87) = 1
trigger18 = AnimElemtime(90) = 1
trigger19 = AnimElemtime(93) = 1
trigger20 = AnimElemtime(96) = 1
trigger21 = AnimElemtime(99) = 1
trigger22 = AnimElemtime(102) = 1
trigger23 = AnimElemtime(106) = 1
trigger24 = AnimElemtime(110) = 1
trigger25 = AnimElemtime(114) = 1
trigger26 = AnimElemtime(118) = 1
trigger27 = AnimElemtime(122) = 1
trigger28 = AnimElemtime(126) = 1
y = -10

[State 1110, vel]
type = velset
trigger1 = AnimElemtime(5) = 0
trigger2 = AnimElemtime(12) = 0
trigger3 = AnimElemtime(19) = 0
trigger4 = AnimElemtime(26) = 0
trigger5 = AnimElemtime(32) = 0
trigger6 = AnimElemtime(37) = 0
trigger7 = AnimElemtime(42) = 0
trigger8 = AnimElemtime(47) = 0
trigger9 = AnimElemtime(52) = 0
trigger10 = AnimElemtime(57) = 0
trigger11 = AnimElemtime(62) = 0
trigger12 = AnimElemtime(67) = 0
trigger13 = AnimElemtime(72) = 0
trigger14 = AnimElemtime(77) = 0
trigger15 = AnimElemtime(82) = 0
trigger16 = AnimElemtime(86) = 0
trigger17 = AnimElemtime(89) = 0
trigger18 = AnimElemtime(92) = 0
trigger19 = AnimElemtime(95) = 0
trigger20 = AnimElemtime(98) = 0
trigger21 = AnimElemtime(101) = 0
trigger22 = AnimElemtime(104) = 0
trigger23 = AnimElemtime(108) = 0
trigger24 = AnimElemtime(112) = 0
trigger25 = AnimElemtime(116) = 0
trigger26 = AnimElemtime(120) = 0
trigger27 = AnimElemtime(124) = 0
trigger28 = AnimElemtime(128) = 0
y = 10

[State 1110, vel]
type = velset
trigger1 = AnimElemtime(1) = 0
trigger2 = AnimElemtime(8) = 0
trigger3 = AnimElemtime(15) = 0
trigger4 = AnimElemtime(22) = 0
trigger5 = AnimElemtime(29) = 0
trigger6 = AnimElemtime(34) = 0
trigger7 = AnimElemtime(39) = 0
trigger8 = AnimElemtime(44) = 0
trigger9 = AnimElemtime(49) = 0
trigger10 = AnimElemtime(54) = 0
trigger11 = AnimElemtime(59) = 0
trigger12 = AnimElemtime(64) = 0
trigger13 = AnimElemtime(69) = 0
trigger14 = AnimElemtime(74) = 0
trigger15 = AnimElemtime(79) = 0
trigger16 = AnimElemtime(84) = 0
trigger17 = AnimElemtime(87) = 0
trigger18 = AnimElemtime(90) = 0
trigger19 = AnimElemtime(93) = 0
trigger20 = AnimElemtime(96) = 0
trigger21 = AnimElemtime(99) = 0
trigger22 = AnimElemtime(102) = 0
trigger23 = AnimElemtime(105) = 0
trigger24 = AnimElemtime(109) = 0
trigger25 = AnimElemtime(113) = 0
trigger26 = AnimElemtime(117) = 0
trigger27 = AnimElemtime(121) = 0
trigger28 = AnimElemtime(125) = 0
trigger29 = AnimElemtime(129) = 0
x = 0
y = 0

[State 1110, vel]
type = posset
trigger1 = AnimElemtime(1) = 0
trigger2 = AnimElemtime(8) = 0
trigger3 = AnimElemtime(15) = 0
trigger4 = AnimElemtime(22) = 0
trigger5 = AnimElemtime(29) = 0
trigger6 = AnimElemtime(34) = 0
trigger7 = AnimElemtime(39) = 0
trigger8 = AnimElemtime(44) = 0
trigger9 = AnimElemtime(49) = 0
trigger10 = AnimElemtime(54) = 0
trigger11 = AnimElemtime(59) = 0
trigger12 = AnimElemtime(64) = 0
trigger13 = AnimElemtime(69) = 0
trigger14 = AnimElemtime(74) = 0
trigger15 = AnimElemtime(79) = 0
trigger16 = AnimElemtime(84) = 0
trigger17 = AnimElemtime(87) = 0
trigger18 = AnimElemtime(90) = 0
trigger19 = AnimElemtime(93) = 0
trigger20 = AnimElemtime(96) = 0
trigger21 = AnimElemtime(99) = 0
trigger22 = AnimElemtime(102) = 0
trigger23 = AnimElemtime(105) = 0
trigger24 = AnimElemtime(109) = 0
trigger25 = AnimElemtime(113) = 0
trigger26 = AnimElemtime(117) = 0
trigger27 = AnimElemtime(121) = 0
trigger28 = AnimElemtime(125) = 0
trigger29 = AnimElemtime(129) = 0
y = 0

[State cs]
type = ChangeState
trigger1 = Animtime = 0
value = 4203
ctrl = 0

;--------------------------------------------------------
[Statedef 4203]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4203
sprpriority = 2

[state 195]
type = Explod
trigger1 = AnimElemtime(5) = 0
anim = 1620
postype = p1
pos = 12,-92
sprpriority = -1
supermove = 1

[state 195]
type = Explod
trigger1 = AnimElemtime(5) = 13
anim = 1621
postype = p1
pos = 12,-92
sprpriority = 5
supermove = 1

[State Snd];
type = PlaySnd
trigger1 = AnimElem = 5
value = S0,32

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA, AP,AA,AT
time = 1
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(5) = 0
sysvar(3) = (sysvar(3)^4096)

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(5) = 30
sysvar(3) = (sysvar(3)^4096)

[state 190]
type = superpause
trigger1 = palno != 12
trigger1 = animelem = 5
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
ignorehitpause = 1

[State Snd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S0,17
channel = 0

[state hah]
type = varset
trigger1 = numtarget
var(30) = target,lifemax

[State 1000, snd]
type = playsnd
trigger1 = AnimElemtime(2) = 0
value = S0,14
channel = 1

[State 1000, snd]
type = playsnd
trigger1 = AnimElemtime(6) = 0
value = S0,2
channel = 1

[State x]
type = HitAdd
trigger1 = AnimElemtime(7) = 0
value = 1

[State x]
type = TargetLifeAdd
trigger1 = AnimElemtime(7) = 0
value = -var(30)*0.016
kill = 1
Absolute = 1

[State x]
type = TargetState
trigger1 = AnimElemtime(7) = 0
value = 4252

[State 200,1]
type = playsnd
trigger1 = AnimElemtime(7) = 0
value = S0,5
channel = 3
volume = -70

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

[State 1110, vel]
type = velset
trigger1 = AnimElemtime(2) = 0
x = -8.3
y = -10

[State 1110, vel]
type = velset
trigger1 = AnimElemtime(6) = 0
x = 4.8
y = 10

[State 1110, vel]
type = velset
trigger1 = AnimElemtime(5) = 0
trigger2 = AnimElemtime(7) = 0
x = 0
y = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 4204

;--------------------------------------------------------
[Statedef 4204]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4204
sprpriority = 2

[State 820, 1]
type = notHitBy
trigger1 = alive != 1
value = SCA, AA, AP, AT
time = 1

[State Snd]
type = PlaySnd
trigger1 = time = 0
value = S0,59

[State 840, 1]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 840, 1]
type = posset
trigger1 = time = 0
y = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
trigger1 = !alive
value = 5050
ctrl = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
[Statedef 4205]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4205
sprpriority = 2

[State 820, 1]
type = notHitBy
trigger1 = alive != 1
value = SCA, AA, AP, AT
time = 1

[State Snd]
type = PlaySnd
trigger1 = time = 0
value = S0,16
channel = 0

[State 840, 1]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 840, 1]
type = posset
trigger1 = time = 0
y = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
trigger1 = !alive
value = 5050
ctrl = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
[Statedef 4250];相手
type    = L
movetype = H
physics = N
velset = 0,0
sprpriority = -2

[state x]
type = changeanim2
trigger1 = Time = 0
value = 4250

[state x]
type = nothitby
trigger1 = 1
value = SCA

[state x]
type = selfstate
trigger1 = !alive
trigger1 = time > 110
trigger2 = alive
trigger2 = time > 500
value = 5050

;--------------------------------------------------------
[Statedef 4251]
type    = L
movetype = H
physics = N
velset = 0,0
sprpriority = -2

[state x]
type = changeanim2
trigger1 = Time = 0
value = 4251

[state x]
type = selfstate
trigger1 = !alive
trigger1 = time > 110
trigger2 = alive
trigger2 = time > 500
value = 5050

;--------------------------------------------------------
[Statedef 4252]
type = L
physics = N
movetype = H
ctrl = 0
velset = 0,0

[State 107, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, 2]
type = Changeanim2
trigger1 = Time = 0
value = 4252

[State 3040, 1]
type = Velset
trigger1 = time = [61,71]
x = -4.3

[State 3040, 1]
type = makedust
trigger1 = time = [61,87]
postype = p2
pos = 30,0

[State 3040, 1]
type = Velset
trigger1 = time = [71,78]
x = -2.3

[State 3040, 1]
type = Velset
trigger1 = time = [79,83]
x = -1.1

[State 3040, 1]
type = Velset
trigger1 = time = [84,87]
x = -.3

[State 3040, 1]
type = Velset
trigger1 = time = 88
x = 0

[State 107, 2]
type = Changeanim
trigger1 = Time = 80
value = 5110

[State 610, 4]
type = SelfState
trigger1 = alive != 1
trigger1 = Time = 110
value = 5150

[State 610, 4]
type = SelfState
trigger1 = Time = 104
trigger1 = alive = 1
value = 5120

;-------------------------------------------------------------
;-------------------------------------------------------------
;-------------------------------------------------------------
;回復奥義
[Statedef 6000]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 6000
value = 6000

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(4) = 0
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(3) = (sysvar(3)|512)

[State 240, 4]
type = poweradd
trigger1 = animelemtime(1) = 0
value = -4000

[State Snd]
type = PlaySnd
trigger1 = sysvar(4) = 0
value = S0,43
channel = 0

[State 820, 1]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[State 240, 4]
type = changestate
trigger1 = AnimTime = 0
value = 6001

[State 240, 4]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;-------------------------------------------------------------
;回復
[Statedef 6001]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 6001
value = 6001

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(4) = 0
ignorehitpause = 1

[State Snd];音
type = PlaySnd
trigger1 = sysvar(4) = 0
value = S5,0
channel = 3

[State 1000, 0]
type = LifeSet
trigger1 = roundstate > 2
value = lifemax
ignorehitpause = 1

[State 1000, 0]
type = LifeAdd
trigger1 = 1
value = (lifemax/120)
absolute = 1
ignorehitpause = 1

[State 1000, 0]
type = poweradd
trigger1 = 1
value = (powermax/24)
absolute = 1
ignorehitpause = 1

[state 195]
type = Explod
trigger1 = sysvar(4) = 0
id = 10000
anim = 10010
postype = p1
pos = 30,0
removetime = -1
sprpriority = 5
supermove = 1

[State 200]
type = Explod
trigger1 = sysvar(4)%4 = 0
anim = 10005
id = 10005
postype = p1
scale = 0.4,0.4
vel = 0,-8
removetime = -2
ownpal = 1
random = 80,20
pos = 30,0
sprpriority = 6

[State 200]
type = Explod
trigger1 = sysvar(4)%4 = 0
anim = 10005
id = 10005
postype = p1
scale = 0.4,0.4
vel = 0,-8
removetime = -2
ownpal = 1
random = 80,10
pos = 30,0
sprpriority = 6

[State 200]
type = Explod
trigger1 = sysvar(4)%4 = 0
anim = 10005
id = 10005
postype = p1
scale = 0.4,0.4
vel = 0,-8
removetime = -2
ownpal = 1
random = 80,20
pos = 30,0
sprpriority = 6

[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[State 240, 4]
type = changestate
trigger1 = sysvar(4) >= 170
value = 6002

[State 240, 4]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;--------------------------------------------------------
[Statedef 6002]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 6002
value = 6002

[State 240, 4]
type = varset
trigger1 = 1
sysvar(4) = 0
ignorehitpause = 1

[state 195]
type = removeExplod
trigger1 = numexplod(10000)
ID = 10000

[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;-------------------------------------------------------------
;回復奥義(空中)
[Statedef 6010]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 6010
value = 6010

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(4) = 0
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(3) = (sysvar(3)|512)

[State 240, 4]
type = poweradd
trigger1 = animelemtime(1) = 0
value = -4000

[State Snd]
type = PlaySnd
trigger1 = sysvar(4) = 0
value = S0,43
channel = 0

[State 820, 1]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[State 240, 4]
type = changestate
trigger1 = AnimTime = 0
value = 6011

[State 240, 4]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;-------------------------------------------------------------
;回復
[Statedef 6011]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 6011
value = 6011

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(4) = 0
ignorehitpause = 1

[State Snd];音
type = PlaySnd
trigger1 = sysvar(4) = 0
value = S5,0
channel = 3

[State 1000, 0]
type = LifeSet
trigger1 = roundstate > 2
value = lifemax
ignorehitpause = 1

[State 1000, 0]
type = LifeAdd
trigger1 = 1
value = (lifemax/120)
absolute = 1
ignorehitpause = 1

[State 1000, 0]
type = poweradd
trigger1 = 1
value = (powermax/24)
absolute = 1
ignorehitpause = 1

[state 195]
type = Explod
trigger1 = sysvar(4) = 0
id = 10000
anim = 10010
postype = p1
pos = 30,0
removetime = -1
sprpriority = 5
supermove = 1

[State 200]
type = Explod
trigger1 = sysvar(4)%4 = 0
anim = 10005
id = 10005
postype = p1
scale = 0.4,0.4
vel = 0,-8
removetime = -2
ownpal = 1
random = 80,20
pos = 30,0
sprpriority = 6

[State 200]
type = Explod
trigger1 = sysvar(4)%4 = 0
anim = 10005
id = 10005
postype = p1
scale = 0.4,0.4
vel = 0,-8
removetime = -2
ownpal = 1
random = 80,10
pos = 30,0
sprpriority = 6

[State 200]
type = Explod
trigger1 = sysvar(4)%4 = 0
anim = 10005
id = 10005
postype = p1
scale = 0.4,0.4
vel = 0,-8
removetime = -2
ownpal = 1
random = 80,20
pos = 30,0
sprpriority = 6

[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[State 240, 4]
type = changestate
trigger1 = sysvar(4) >= 170
value = 6012

[State 240, 4]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;--------------------------------------------------------
[Statedef 6012]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 6012
value = 6012

[state 195]
type = removeExplod
trigger1 = numexplod(10000)
ID = 10000

[State 240, 4]
type = varset
trigger1 = 1
sysvar(4) = 0
ignorehitpause = 1

[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[State 240, 4]
type = ChangeAnim
trigger1 = animtime = 0
value = 41
elem = 5

[State 240, 4]
type = ChangeState
trigger1 = anim = 41
value = 51
ctrl = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;-------------------------------------------------------------
;-------------------------------------------------------------
;-------------------------------------------------------------
;キシン流奥義
[Statedef 6100]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 6100
value = 6100

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(3) = (sysvar(3)|1024)

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(4) = 0
ignorehitpause = 1

[State 240, 4]
type = poweradd
trigger1 = animelemtime(1) = 0
value = -5000

[State Snd]
type = PlaySnd
trigger1 = palno = 12
trigger1 = AnimElemtime(1) = 0
value = S3,0

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(1) = 0
sysvar(3) = (sysvar(3)^4096)

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = sysvar(4) = 81
sysvar(3) = (sysvar(3)^4096)

[state 190]
type = superpause
trigger1 = palno != 12
trigger1 = AnimElemtime(1) = 0
time = 81
movetime = 81
anim = -1
darken = 0
unhittable = 1
sound = S3,0

[State 1000, hel]
type = Helper
trigger1 = numhelper(106120) = 0
helpertype = player
ID = 106120
name = "kischine_bunshin1"
postype = p1
pos = 40,0
stateno = 6120
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, hel]
type = Helper
trigger1 = numhelper(106122) = 0
helpertype = player
ID = 106122
name = "kischine_bunshin2"
postype = p1
pos = 10,0
stateno = 6122
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000]
type = Helper
triggerall = numhelper(106190) = 0
trigger1 = palno = 12
trigger2 = numexplod(1300000000)
helpertype = player
ID = 106190
name = "hiban"
postype = left
pos = 0,2000
stateno = 6190
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State Snd]
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = S0,43
channel = 0

[State 820, 1]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[State 240, 4]
type = changestate
trigger1 = sysvar(4) >= 90
value = 6101

[State 240, 4]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;-------------------------------------------------------------
;キシン流奥義攻撃
[Statedef 6101]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = varset
trigger1 = (sysvar(3)&4096)
sysvar(3) = (sysvar(3)^4096)

[State 240, 4]
type = changeanim
trigger1 = anim != 6101
value = 6101

[State -2, ヘルパー移動]
type=Targetstate
triggerall=!ishelper
triggerall=numtarget
trigger1=palno=12
trigger1=target,ishelper
value=6195
ignonorehitpause=1

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(4) = 0
ignorehitpause = 1

[state 195,1]
type = varrandom
trigger1 = 1
v = 27
range = 0,27

[State 1000, hel];１発目
type = Helper
trigger1 = animelemtime(1) = 0
helpertype = player
ID = 106150
name = "kischine_bunshin3"
postype = left
pos = 20,-240
stateno = 6150
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];１発目
type = Helper
trigger1 = animelemtime(1) = 0
helpertype = player
ID = 106151
name = "kischine_bunshin4"
postype = right
pos = -20,-240
stateno = 6151
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];２発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 0
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106152
name = "kischine_bunshin5"
postype = left
pos = 0,-40
stateno = 6152
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];２発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 1
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106153
name = "kischine_bunshin6"
postype = right
pos = 0,-6
stateno = 6153
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];２発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 2
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106154
name = "kischine_bunshin5"
postype = left
pos = 0,0
stateno = 6154
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];２発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 3
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106155
name = "kischine_bunshin6"
postype = right
pos = 0,-85
stateno = 3025
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];３発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 4
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106156
name = "kischine_bunshin7"
postype = left
pos = 0,-48
stateno = 6156
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];３発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 5
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106157
name = "kischine_bunshin8"
postype = right
pos = -60,-240
stateno = 6157
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];３発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 6
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106158
name = "kischine_bunshin7"
postype = left
pos = 6,70
stateno = 6158
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];３発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 7
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106159
name = "kischine_bunshin8"
postype = right
pos = 0,-18
stateno = 6159
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];４発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 8
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106160
name = "kischine_bunshin9"
postype = right
pos = 0,40
stateno = 6160
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];４発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 9
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106161
name = "kischine_bunshin10"
postype = right
pos = 30,-240
stateno = 6161
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];４発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 10
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106162
name = "kischine_bunshin9"
postype = left
pos = -30,-160
stateno = 6162
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];４発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 11
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106163
name = "kischine_bunshin10"
postype = right
pos = 30,-150
stateno = 6163
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];５発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 12
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106164
name = "kischine_bunshin11"
postype = left
pos = 195,70
stateno = 6164
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];５発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 13
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106165
name = "kischine_bunshin12"
postype = left
pos = 17,63
stateno = 6165
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];５発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 14
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106166
name = "kischine_bunshin11"
postype = left
pos = 80,-210
stateno = 6166
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];５発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 15
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106167
name = "kischine_bunshin12"
postype = left
pos = -20,-140
stateno = 6167
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];６発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 16
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106168
name = "kischine_bunshin13"
postype = left
pos = 150,70
stateno = 6168
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];６発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 17
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106169
name = "kischine_bunshin14"
postype = right
pos = -100,70
stateno = 6169
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];６発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 18
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106170
name = "kischine_bunshin13"
postype = right
pos = 0,-110
stateno = 6170
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];６発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 19
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106171
name = "kischine_bunshin14"
postype = right
pos = 0,-83
stateno = 6171
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];７発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 20
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106172
name = "kischine_bunshin15"
postype = left
pos = 12,-200
stateno = 6172
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];７発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 21
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106173
name = "kischine_bunshin16"
postype = right
pos = -20,70
stateno = 6173
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];７発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 22
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106174
name = "kischine_bunshin15"
postype = left
pos = 8,-190
stateno = 6174
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];７発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 23
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106175
name = "kischine_bunshin16"
postype = right
pos = 0,-107
stateno = 6175
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];８発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 24
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106176
name = "kischine_bunshin17"
postype = left
pos = 0,-20
stateno = 6176
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];８発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 25
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106177
name = "kischine_bunshin18"
postype = left
pos = 45,-190
stateno = 6177
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];８発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 26
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106178
name = "kischine_bunshin17"
postype = left
pos = 170,-190
stateno = 6178
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];８発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 27
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106179
name = "kischine_bunshin18"
postype = right
pos = 0,-7
stateno = 6179
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];最後
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
triggerall = numhelper(106180) = 0
trigger1 = sysvar(4) = [210,240]
helpertype = player
ID = 106180
name = "kischine_bunshin19"
postype = left
pos = 0,15
stateno = 6180
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];最後
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
triggerall = numhelper(106181) = 0
trigger1 = sysvar(4) = [210,240]
helpertype = player
ID = 106181
name = "kischine_bunshin20"
postype = right
pos = 0,15
stateno = 6181
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 820, 1]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[state 195,1]
type = varrandom
trigger1 = 1
v = 28
range = 0,3

[State 195, セリフ]
type = PlaySnd
triggerall = var(29)
triggerall = sysvar(4) = [10,185]
trigger1 = var(28) = 0
trigger2 = var(28) = 2
value = S0,17
channel = 0
lowpriority = 1

[State 195, セリフ]
type = PlaySnd
triggerall = var(29)
triggerall = sysvar(4) = [10,185]
trigger1 = var(28) = 1
trigger2 = var(28) = 3
value = S0,18
channel = 0
lowpriority = 1

[State 200, 1]
type = PlaySnd
trigger1 = var(29)
trigger1 = sysvar(4) = [10,185]
value = S0,2
channel = 1

[state 195,1]
type = varset
trigger1 = 1
var(29) = 0

[State 240, 4]
type = changestate
trigger1 = sysvar(4) >= 300
value = 6102

[State 240, 4]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;-------------------------------------------------------------
;キシン流奥義終了
[Statedef 6102]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 6102
value = 6102

[State 240, 4]
type = varset
trigger1 = 1
sysvar(4) = 0
ignorehitpause = 1

[State 820, 1]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[State 240, 4]
type = ChangeState
trigger1 = palno = 12
trigger1 = animtime = 0
trigger1 = !alive
value = 5151
ctrl = 0

[State 240, 4]
type = ChangeState
trigger1 = !alive
trigger1 = animtime = 0
value = 5050

[State 240, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;-------------------------------------------------------------
;キシン流奥義(空中)
[Statedef 6110]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 6110
value = 6110

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(3) = (sysvar(3)|1024)

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(4) = 0
ignorehitpause = 1

[State 240, 4]
type = poweradd
trigger1 = animelemtime(1) = 0
value = -5000

[State Snd]
type = PlaySnd
trigger1 = palno = 12
trigger1 = AnimElemtime(1) = 0
value = S3,0

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = animelemtime(1) = 0
sysvar(3) = (sysvar(3)^4096)

[State 240, 4]
type = varset
trigger1 = palno = 12
trigger1 = sysvar(4) = 81
sysvar(3) = (sysvar(3)^4096)

[state 190]
type = superpause
trigger1 = palno != 12
trigger1 = AnimElemtime(1) = 0
time = 81
movetime = 81
anim = -1
darken = 0
unhittable = 1
sound = S3,0

[State 1000, hel]
type = Helper
trigger1 = numhelper(106120) = 0
helpertype = player
ID = 106120
name = "kischine_bunshin1"
postype = p1
pos = 40,0
stateno = 6120
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000, hel]
type = Helper
trigger1 = numhelper(106122) = 0
helpertype = player
ID = 106122
name = "kischine_bunshin2"
postype = p1
pos = 10,0
stateno = 6122
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State 1000]
type = Helper
triggerall = numhelper(106190) = 0
trigger1 = palno = 12
trigger2 = numexplod(1300000000)
helpertype = player
ID = 106190
name = "hiban"
postype = left
pos = 0,2000
stateno = 6190
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999

[State Snd]
type = PlaySnd
trigger1 = AnimElemtime(1) = 0
value = S0,43
channel = 0

[State 820, 1]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[State 240, 4]
type = changestate
trigger1 = sysvar(4) >= 90
value = 6111

[State 240, 4]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;-------------------------------------------------------------
;キシン流奥義攻撃
[Statedef 6111]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = varset
trigger1 = (sysvar(3)&4096)
sysvar(3) = (sysvar(3)^4096)

[State 240, 4]
type = changeanim
trigger1 = anim != 6111
value = 6111

[State 240, 4]
type = varset
trigger1 = animelemtime(1) = 0
sysvar(4) = 0
ignorehitpause = 1

[state 195,1]
type = varrandom
trigger1 = 1
v = 27
range = 0,27

[State -2, ヘルパー移動]
type=Targetstate
triggerall=numtarget
trigger1=palno=12
trigger1=target,ishelper
value=6195
ignonorehitpause=1

[State 1000, hel];１発目
type = Helper
trigger1 = animelemtime(1) = 0
helpertype = player
ID = 106150
name = "kischine_bunshin3"
postype = left
pos = 20,-240
stateno = 6150
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];１発目
type = Helper
trigger1 = animelemtime(1) = 0
helpertype = player
ID = 106151
name = "kischine_bunshin4"
postype = right
pos = -20,-240
stateno = 6151
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];２発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 0
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106152
name = "kischine_bunshin5"
postype = left
pos = 0,-40
stateno = 6152
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];２発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 1
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106153
name = "kischine_bunshin6"
postype = right
pos = 0,-6
stateno = 6153
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];２発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 2
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106154
name = "kischine_bunshin5"
postype = left
pos = 0,0
stateno = 6154
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];２発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 3
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106155
name = "kischine_bunshin6"
postype = right
pos = 0,-85
stateno = 3025
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];３発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 4
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106156
name = "kischine_bunshin7"
postype = left
pos = 0,-48
stateno = 6156
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];３発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 5
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106157
name = "kischine_bunshin8"
postype = right
pos = -60,-240
stateno = 6157
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];３発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 6
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106158
name = "kischine_bunshin7"
postype = left
pos = 6,70
stateno = 6158
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];３発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 7
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106159
name = "kischine_bunshin8"
postype = right
pos = 0,-18
stateno = 6159
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];４発目
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
trigger1 = var(27) = 8
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106160
name = "kischine_bunshin9"
postype = right
pos = 0,40
stateno = 6160
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];４発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 9
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106161
name = "kischine_bunshin10"
postype = right
pos = 30,-240
stateno = 6161
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];４発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 10
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106162
name = "kischine_bunshin9"
postype = left
pos = -30,-160
stateno = 6162
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];４発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 11
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106163
name = "kischine_bunshin10"
postype = right
pos = 30,-150
stateno = 6163
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];５発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 12
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106164
name = "kischine_bunshin11"
postype = left
pos = 195,70
stateno = 6164
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];５発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 13
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106165
name = "kischine_bunshin12"
postype = left
pos = 17,63
stateno = 6165
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];５発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 14
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106166
name = "kischine_bunshin11"
postype = left
pos = 80,-210
stateno = 6166
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];５発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 15
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106167
name = "kischine_bunshin12"
postype = left
pos = -20,-140
stateno = 6167
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];６発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 16
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106168
name = "kischine_bunshin13"
postype = left
pos = 150,70
stateno = 6168
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];６発目
type = Helper
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
trigger1 = var(27) = 17
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106169
name = "kischine_bunshin14"
postype = right
pos = -100,70
stateno = 6169
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];６発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 18
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106170
name = "kischine_bunshin13"
postype = right
pos = 0,-110
stateno = 6170
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];６発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 19
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106171
name = "kischine_bunshin14"
postype = right
pos = 0,-83
stateno = 6171
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];７発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 20
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106172
name = "kischine_bunshin15"
postype = left
pos = 12,-200
stateno = 6172
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];７発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 21
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106173
name = "kischine_bunshin16"
postype = right
pos = -20,70
stateno = 6173
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];７発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 22
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106174
name = "kischine_bunshin15"
postype = left
pos = 8,-190
stateno = 6174
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];７発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 23
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106175
name = "kischine_bunshin16"
postype = right
pos = 0,-107
stateno = 6175
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];８発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 24
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106176
name = "kischine_bunshin17"
postype = left
pos = 0,-20
stateno = 6176
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];８発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 25
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106177
name = "kischine_bunshin18"
postype = left
pos = 45,-190
stateno = 6177
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];８発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 26
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106178
name = "kischine_bunshin17"
postype = left
pos = 170,-190
stateno = 6178
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];８発目
type = Helper
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
trigger1 = var(27) = 27
trigger1 = sysvar(4) >= 10
trigger1 = sysvar(4) <= 185
helpertype = player
ID = 106179
name = "kischine_bunshin18"
postype = right
pos = 0,-7
stateno = 6179
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];最後
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
triggerall = numhelper(106180) = 0
trigger1 = sysvar(4) = [210,240]
helpertype = player
ID = 106180
name = "kischine_bunshin19"
postype = left
pos = 0,15
stateno = 6180
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 1000, hel];最後
type = Helper
triggerall = numhelper(106152) = 0
triggerall = numhelper(106153) = 0
triggerall = numhelper(106154) = 0
triggerall = numhelper(106155) = 0
triggerall = numhelper(106156) = 0
triggerall = numhelper(106157) = 0
triggerall = numhelper(106158) = 0
triggerall = numhelper(106159) = 0
triggerall = numhelper(106160) = 0
triggerall = numhelper(106161) = 0
triggerall = numhelper(106162) = 0
triggerall = numhelper(106163) = 0
triggerall = numhelper(106164) = 0
triggerall = numhelper(106165) = 0
triggerall = numhelper(106166) = 0
triggerall = numhelper(106167) = 0
triggerall = numhelper(106168) = 0
triggerall = numhelper(106169) = 0
triggerall = numhelper(106170) = 0
triggerall = numhelper(106171) = 0
triggerall = numhelper(106172) = 0
triggerall = numhelper(106173) = 0
triggerall = numhelper(106174) = 0
triggerall = numhelper(106175) = 0
triggerall = numhelper(106176) = 0
triggerall = numhelper(106177) = 0
triggerall = numhelper(106178) = 0
triggerall = numhelper(106179) = 0
triggerall = numhelper(106181) = 0
trigger1 = sysvar(4) = [210,240]
helpertype = player
ID = 106181
name = "kischine_bunshin20"
postype = right
pos = 0,15
stateno = 6181
size.shadowoffset = 9999999
ownpal = 1
keyctrl = 0

[State 820, 1]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[state 195,1]
type = varrandom
trigger1 = 1
v = 28
range = 0,3

[State 195, セリフ]
type = PlaySnd
triggerall = var(29)
triggerall = sysvar(4) = [10,185]
trigger1 = var(28) = 0
trigger2 = var(28) = 2
value = S0,17
channel = 0
lowpriority = 1

[State 195, セリフ]
type = PlaySnd
triggerall = var(29)
triggerall = sysvar(4) = [10,185]
trigger1 = var(28) = 1
trigger2 = var(28) = 3
value = S0,18
channel = 0
lowpriority = 1

[State 200, 1]
type = PlaySnd
trigger1 = var(29)
trigger1 = sysvar(4) = [10,185]
value = S0,2
channel = 1

[state 195,1]
type = varset
trigger1 = 1
var(29) = 0

[State 240, 4]
type = changestate
trigger1 = sysvar(4) >= 300
value = 6112

[State 240, 4]
type = varadd
trigger1 = 1
sysvar(4) = 1
ignorehitpause = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;-------------------------------------------------------------
;キシン流奥義終了
[Statedef 6112]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 240, 4]
type = changeanim
trigger1 = anim != 6112
value = 6112

[State 240, 4]
type = varset
trigger1 = 1
sysvar(4) = 0
ignorehitpause = 1

[State 820, 1]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
time = 1

[State 240, 4]
type = ChangeState
trigger1 = palno = 12
trigger1 = animtime = 0
trigger1 = !alive
value = 5151
ctrl = 0

[State 240, 4]
type = ChangeState
trigger1 = !alive
trigger1 = animtime = 0
value = 5050

[State 240, 4]
type = ChangeAnim
trigger1 = animtime = 0
value = 41
elem = 5

[State 240, 4]
type = ChangeState
trigger1 = anim = 41
value = 51
ctrl = 1

[State 240, 4]
type=changestate
trigger1=1
value=120
persistent=256
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(分身右)
[Statedef 6120]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 2

[State 240, 4]
type = ChangeAnim
trigger1 = anim != 6120
trigger1 = anim != 6121
value = 6120

[State 240, 4]
type = ChangeAnim
trigger1 = anim = 6120
trigger1 = animtime = 0
value = 6121

[State 0, 振り向き]
type=Turn
trigger1=facing!=root,facing
ignorehitpause=1

[State 3000, vel]
type = Velset
trigger1 = anim = 6120
x = 0
y = 0

[State 3000, vel]
type = Velset
trigger1 = anim = 6121
x = 2.7
y = -8.9

[State 1010, 11]
type = DestroySelf
trigger1 = Pos Y < -280
trigger1 = root,anim != 6100
trigger1 = root,anim != 6110

;---------------------------------------------------------------------------
;キシン流奥義(分身左)
[Statedef 6122]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 2

[State 240, 4]
type = ChangeAnim
trigger1 = anim != 6122
trigger1 = anim != 6123
value = 6122

[State 240, 4]
type = ChangeAnim
trigger1 = anim = 6122
trigger1 = animtime = 0
value = 6123

[State 0, 振り向き]
type=Turn
trigger1=facing=root,facing
ignorehitpause=1

[State 3000, vel]
type = Velset
trigger1 = anim = 6122
x = 0
y = 0

[State 3000, vel]
type = Velset
trigger1 = anim = 6123
x = 2.7
y = -8.9

[State 1010, 11]
type = DestroySelf
trigger1 = Pos Y < -280
trigger1 = root,anim != 6100
trigger1 = root,anim != 6110

;---------------------------------------------------------------------------
;キシン流奥義(左上から右下へ)
[Statedef 6150]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6150
value = 6150
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 210, 0
channel = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 8.7
y = 14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16150
projid = 6150
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 46,-10
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = pos y >= 100 && vel y > 0
trigger2 = hitpausetime > 1
trigger3 = root,palno != 12
trigger3 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右上から左下へ)
[Statedef 6151]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6151
value = 6151
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -8.7
y = 14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = !(root,numexplod(1300000000))
trigger1 = root,palno != 12
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16151
projid = 6151
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -46,-10
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = pos y >= 100 && vel y > 0
trigger2 = hitpausetime > 1
trigger3 = root,palno != 12
trigger3 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左から右へ)
[Statedef 6152]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6152
value = 6152
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 14
y = 0
IgnoreHitPause = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -8.7
y = 14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16152
projid = 6152
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 112,-66
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = ScreenPos Y != [0,239]
trigger3 = p2bodydist Y > 200
trigger4 = hitpausetime > 1
trigger5 = root,palno != 12
trigger5 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右から左へ)
[Statedef 6153]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6153
value = 6153
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -13
y = 0
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16153
projid = 6153
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -112,-66
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = ScreenPos Y != [0,239]
trigger3 = p2bodydist Y > 200
trigger4 = hitpausetime > 1
trigger5 = root,palno != 12
trigger5 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左から右上へ移動)
[Statedef 6154]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6154
value = 6154
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 14
y = -14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16154
projid = 6154
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 86,-74
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -30
trigger2 = ScreenPos Y != [0,239]
trigger2 = p2bodydist Y > 200
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右から左へ)
[Statedef 6155]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6155
value = 6155
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -13
y = 0
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16159
projid = 6155
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -88,-8
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = ScreenPos Y != [0,239]
trigger3 = p2bodydist Y > 200
trigger4 = hitpausetime > 1
trigger5 = root,palno != 12
trigger5 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左から右へ)
[Statedef 6156]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6156
value = 6156
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 =1
x = 14
y = 0
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16152
projid = 6156
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 112,-66
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = ScreenPos Y != [0,239]
trigger3 = p2bodydist Y > 200
trigger4 = hitpausetime > 1
trigger5 = root,palno != 12
trigger5 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右上から下へ)
[Statedef 6157]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6157
value = 6157
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 0
y = 14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16150
projid = 6157
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 46,-10
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = pos y >= 100 && vel y > 0
trigger2 = BackEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno = 12
trigger4 = !sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左下から右上へ移動)
[Statedef 6158]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6158
value = 6158
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = AnimElemTime(1) = 0
x = 14
y = -14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16154
projid = 6158
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 86,-74
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = ScreenPos Y != [0,239]
trigger1 = p2bodydist Y > 200
trigger2 = FrontEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右から左上へ移動)
[Statedef 6159]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6159
value = 6159
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -13
y = -13
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16155
projid = 6159
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -86,-74
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = ScreenPos Y != [0,239]
trigger1 = p2bodydist Y > 200
trigger2 = BackEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右下から左上へ移動)
[Statedef 6160]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6160
value = 6160
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -13
y = -6.5
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16153
projid = 6160
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -112,-66
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -30
trigger2 = ScreenPos Y != [0,239]
trigger2 = p2bodydist Y > 200
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右上から左下へ)
[Statedef 6161]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6161
value = 6161
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -14
y = 14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16151
projid = 6161
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -46,-10
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = pos y >= 100 && vel y > 0
trigger2 = BackEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左上から右下へ)
[Statedef 6162]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6162
value = 6162
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 14
y = 14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16150
projid = 6162
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 46,-10
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = pos y >= 100 && vel y > 0
trigger2 = FrontEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右上から左下へ)
[Statedef 6163]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6163
value = 6163
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -13
y = 5.5
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16159
projid = 6163
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -88,-8
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(下から上へ移動)
[Statedef 6164]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6164
value = 6164
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 0
y = -13
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16161
projid = 6164
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -48,-92
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = ScreenPos Y != [0,239]
trigger1 = p2bodydist Y > 200
trigger2 = FrontEdgeBodyDist <= -30
trigger3 = BackEdgeBodyDist <= -30
trigger4 = hitpausetime > 1
trigger5 = pos Y < -400
trigger6 = root,palno != 12
trigger6 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左下から右上へ移動)
[Statedef 6165]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6165
value = 6165
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 14
y = -14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16154
projid = 6165
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 86,-74
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = ScreenPos Y != [0,239]
trigger1 = p2bodydist Y > 200
trigger2 = FrontEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左上から右下へ)
[Statedef 6166]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6166
value = 6166
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 4.9
y = 14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16150
projid = 6166
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 46,-10
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = pos y >= 100 && vel y > 0
trigger2 = FrontEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左から右へ)
[Statedef 6167]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6167
value = 6167
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 14
y = 6.5
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16152
projid = 6167
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 112,-66
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = ScreenPos Y != [0,239]
trigger3 = p2bodydist Y > 200
trigger4 = hitpausetime > 1
trigger5 = root,palno != 12
trigger5 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(下から右上へ移動)
[Statedef 6168]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6168
value = 6168
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 5
y = -13
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16156
projid = 6168
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -20,-90
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = ScreenPos Y != [0,239]
trigger1 = p2bodydist Y > 200
trigger2 = FrontEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(下から左上へ移動)
[Statedef 6169]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6169
value = 6169
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -4.7
y = -13
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16155
projid = 6169
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -86,-74
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = ScreenPos Y != [0,239]
trigger1 = p2bodydist Y > 200
trigger2 = BackEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右から左へ)
[Statedef 6170]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6170
value = 6170
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -13
y = 0
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16153
projid = 6170
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -112,-66
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = ScreenPos Y != [0,239]
trigger3 = p2bodydist Y > 200
trigger4 = hitpausetime > 1
trigger5 = root,palno != 12
trigger5 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右から左へ)
[Statedef 6171]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6171
value = 6171
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -13
y = 4
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16159
projid = 6171
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -88,-8
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = ScreenPos Y != [0,239]
trigger3 = p2bodydist Y > 200
trigger4 = hitpausetime > 1
trigger5 = root,palno != 12
trigger5 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左上から右下へ)
[Statedef 6172]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6172
value = 6172
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 14
y = 7
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16152
projid = 6172
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 112,-66
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右下から左上へ移動)
[Statedef 6173]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6173
value = 6173
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -6
y = -13
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16155
projid = 6173
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -86,-74
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = ScreenPos Y != [0,239]
trigger1 = p2bodydist Y > 200
trigger2 = BackEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左上から右下へ)
[Statedef 6174]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6174
value = 6174
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 6
y = 14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16150
projid = 6174
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 46,-10
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = pos y >= 100 && vel y > 0
trigger2 = FrontEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右から左へ)
[Statedef 6175]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6175
value = 6175
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -13
y = 5.4
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16153
projid = 6175
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -112,-66
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = ScreenPos Y != [0,239]
trigger3 = p2bodydist Y > 200
trigger4 = hitpausetime > 1
trigger5 = root,palno != 12
trigger5 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左から右へ)
[Statedef 6176]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6176
value = 6176
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 14
y = 0
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16158
projid = 6176
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 88,-8
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = ScreenPos Y != [0,239]
trigger3 = p2bodydist Y > 200
trigger4 = hitpausetime > 1
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(左上から下へ)
[Statedef 6177]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6177
value = 6177
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 0
y = 14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16150
projid = 6177
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 46,-10
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = pos y >= 100 && vel y > 0
trigger2 = FrontEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(上から右下へ)
[Statedef 6178]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6178
value = 6178
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = 8
y = 14
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16150
projid = 6178
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 46,-10
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = pos y >= 100 && vel y > 0
trigger2 = FrontEdgeBodyDist <= -30
trigger3 = hitpausetime > 1
trigger4 = root,palno != 12
trigger4 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(右から左へ)
[Statedef 6179]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6179
value = 6179
IgnoreHitPause = 1

[state 7800,1]
type = parentvarset
trigger1 = AnimElemTime(1) = 0
var(29) = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, vel]
type = Velset
trigger1 = 1
x = -13
y = -4.7
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
attr = A, SA
damage = 50+random%250
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
fall.recover = 0
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
trigger1 = root,palno = 12
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16153
projid = 6175
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 50+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -112,-66
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = BackEdgeBodyDist <= -30
trigger2 = pos y >= 100 && vel y > 0
trigger3 = ScreenPos Y != [0,239]
trigger3 = p2bodydist Y > 200
trigger4 = hitpausetime > 1
trigger5 = root,palno != 12
trigger5 = sysvar(2)
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(最後左から)
[Statedef 6180]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6180
value = 6180
IgnoreHitPause = 1

[State 195, セリフ]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S0,18
channel = 0
IgnoreHitPause = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S0,2
channel = 1
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, cs]
type = afterimagetime
trigger1 = AnimElemtime(3) >= 0
time = 0
IgnoreHitPause = 1

[State 3000, vel]
type = Velset
trigger1 = AnimElemtime(1) = 0
x = 14
y = -5
IgnoreHitPause = 1

[State vel]
type = veladd
trigger1 = AnimElemtime(1) = [5,25]
trigger1 = vel x > 1.0
x = -1.1
IgnoreHitPause = 1

[State vel]
type = veladd
trigger1 = AnimElemtime(1) = [5,25]
trigger1 = vel y < -0.6
y = 0.4
IgnoreHitPause = 1

[State 3000, vel]
type = Velset
trigger1 = AnimElemtime(3) = 0
x = -5.4
y = -1
IgnoreHitPause = 1

[State 3000, vel]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = 0.25
IgnoreHitPause = 1

[State 1010, 9]
type = turn
trigger1 = AnimElemtime(3) = 0
IgnoreHitPause = 1

[State 1010, 3]
type = AngleSet
trigger1 = AnimElemtime(3) = 0
value = 45
IgnoreHitPause = 1

[State 1010, 4]
type = AngleAdd
trigger1 = AnimElemtime(3) >= 0
value = -17
IgnoreHitPause = 1

[State 1010, 8]
type = AngleDraw
trigger1 = 1
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
attr = A, SA
damage = 300+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = root,palno = 12
triggerall = !sysvar(2)
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 555
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
p2stateno=5100+(random % 2)*10
p2getp1state = 0
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
triggerall = AnimElemtime(1) = [0,27]
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16180
projid = 6180
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 555
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 85,-74
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
p2stateno=5100+(random % 2)*10
p2getp1state = 0
ignorehitpause=1

[State 1010, 11]
type = varset
trigger1 = sysvar(0) > 15
sysvar(1) = 0
ignorehitpause=1

[State 1010, 11]
type = varset
trigger1 = !sysvar(1)
sysvar(0) = 0
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = hitpausetime > 1
trigger2 = pos y >= 400
ignorehitpause=1

[State 1010, 11]
type = varadd
trigger1 = sysvar(1)
sysvar(0) = 1
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(最後右から)
[Statedef 6181]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
movehitpersist=1
hitdefpersist=1

[State 240, 4]
type = changeanim
trigger1 = anim != 6181
value = 6181
IgnoreHitPause = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S0,2
channel = 2
IgnoreHitPause = 1

[State 7019, 00000]
type = AfterImage
trigger1 = AnimElemtime(1) = 0
time = -1
trans = add
length   = 4
timegap  = 2
framegap = 2
PalBright = 20 , 20 , 240
PalContrast = 90 , 90 , 180
PalAdd = 0 , 0 , 0
PalMul = 1.1 , 1.1 , 2.5
IgnoreHitPause = 1
Persistent = 1

[State 3000, cs]
type = afterimagetime
trigger1 = AnimElemtime(3) >= 0
time = 0
IgnoreHitPause = 1

[State 3000, vel]
type = Velset
trigger1 = AnimElemTime(1) = 0
x = -13
y = -5
IgnoreHitPause = 1

[State vel]
type = veladd
trigger1 = AnimElemtime(1) = [5,25]
trigger1 = vel x < -1.0
x = 1.1
IgnoreHitPause = 1

[State vel]
type = veladd
trigger1 = AnimElemtime(1) = [5,25]
trigger1 = vel y < -0.6
y = 0.4
IgnoreHitPause = 1

[State 3000, vel]
type = Velset
trigger1 = AnimElemtime(3) = 0
x = 5.4
y = -1
IgnoreHitPause = 1

[State 3000, vel]
type = Veladd
trigger1 = AnimElemtime(3) >= 0
y = 0.25
IgnoreHitPause = 1

[State 1010, 9]
type = turn
trigger1 = AnimElemtime(3) = 0
IgnoreHitPause = 1

[State 1010, 3]
type = AngleSet
trigger1 = AnimElemtime(3) = 0
value = -45
IgnoreHitPause = 1

[State 1010, 4]
type = AngleAdd
trigger1 = AnimElemtime(3) >= 0
value = 17
IgnoreHitPause = 1

[State 1010, 8]
type = AngleDraw
trigger1 = 1
IgnoreHitPause = 1

[State 200, 1]
type = HitDef
trigger1 = ishelper
trigger1 = root,palno != 12
trigger1 = !(root,numexplod(1300000000))
trigger1 = !sysvar(1)
trigger1 = !sysvar(2)
attr = A, SA
damage = 300+random
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
ignorehitpause=1

[State 200, 1]
type = HitDef
triggerall = ishelper
triggerall = !sysvar(2)
triggerall = root,palno = 12
trigger1 = !sysvar(1)
trigger2 = roundstate = 2
attr = A, SA
damage = 555
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = 10,-25
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
p2stateno=5100+(random % 2)*10
p2getp1state = 0
ignorehitpause=1

[State 200, 1]
type = Projectile
triggerall = ishelper
triggerall = roundstate = 2
triggerall = AnimElemtime(1) = [0,27]
trigger1 = sysvar(2)
trigger2 = root,numexplod(1300000000)
projanim = 16181
projid = 6181
projremove = 0
projremovetime = 1
projpriority = 2000000000
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = A, SA
damage = 555
animtype = Light
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 37
sparkno = S906
sparkxy = -85,-74
hitsound = s0,7
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 8
palfx.sinadd = 120,120,-20,4
palfx.add = 150,-100,-100
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
p2stateno=5100+(random % 2)*10
p2getp1state = 0
ignorehitpause=1

[State 1010, 11]
type = varset
trigger1 = sysvar(0) > 15
sysvar(1) = 0
ignorehitpause=1

[State 1010, 11]
type = varset
trigger1 = !sysvar(1)
sysvar(0) = 0
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = hitpausetime > 1
trigger2 = pos y >= 400
ignorehitpause=1

[State 1010, 11]
type = varadd
trigger1 = sysvar(1)
sysvar(0) = 1
ignorehitpause=1

;---------------------------------------------------------------------------
;被弾ヘルパー
[Statedef 6190]
type    = S
movetype= I
physics = N
ctrl = 0

[State 240, 4]
type = changestate
trigger1 = !ishelper
value = 111

[State 240, 4]
type = changeanim
trigger1 = anim != 99997
value = 99997

[State 200, 1]
type = posset
trigger1 = 1
x = 0
y = 2000
ignorehitpause=1

[state ,接触判定]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[state ,本体追従]
type = posset
trigger1 = 1
x = root,pos X
y = 2000
ignorehitpause=1

[state ,画面外に出れる]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 240, 4]
type = nothitby
trigger1 = 1
value = SCA,AA,AP,AT
ignorehitpause=1

[State 240, 4]
type = hitby
trigger1 = 1
value = A,HA
ignorehitpause=1

[State 1010, 11]
type=DestroySelf
trigger1=root,anim!=[6100,6102]
trigger1=root,anim!=[6110,6112]
ignorehitpause=1

;---------------------------------------------------------------------------
;トム式アーマー貫通砲
[Statedef 6195]
type    = S
movetype= I
physics = N
ctrl = 0

[state ,1];本体用ステ抜け
type=selfstate
trigger1=!ishelper
value=5100+(random%2)*10
ignorehitpause=1

[State 240, 4]
type = nothitby
trigger1 = 1
value = SCA,AA,AP,AT
ignorehitpause=1

[State 200, 1]
type = posset
trigger1 = 1
x = 0
y = 2000
ignorehitpause=1

[State 200, 1]
type = Projectile
trigger1 = ishelper
trigger1 = root,gethitvar(fall.damage)
projanim = anim
projid = 6195
projremove = 1
projremovetime = 2
projscale = 1.0,1.0
velocity = 0,0
affectteam = b
postype = p1
numhits = 0
attr = A, HA
damage = 0
animtype = Light
hitflag = MAFDL
priority = 7, Hit
pausetime = 1,2
sparkno = -1
sparkxy = 99999,99999
hitsound = -1
ground.type = High
ground.slidetime = 23
ground.hittime  = 70
ground.velocity = 0,-10.5
airguard.velocity = 0,1.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 70
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p1stateno = 5100+(random%2)*10
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = ishelper
ignorehitpause=1

;---------------------------------------------------------------------------
;キシン流奥義(振り分け)
[Statedef 6464]
type    = U
movetype= U
physics = N
ctrl = 0

[state ]
type = statetypeset
trigger1=movetype=H
movetype=I
ignorehitpause=1
pausemovetime=999999
supermovetime=999999

[state ,1];色即是空
type=selfstate
trigger1=!ishelper
value=111
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106150)
value=6150
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106151)
value=6151
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106152)
value=6152
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106153)
value=6153
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106154)
value=6154
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106155)
value=6155
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106156)
value=6156
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106157)
value=6157
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106158)
value=6158
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106159)
value=6159
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106160)
value=6160
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106161)
value=6161
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106162)
value=6162
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106163)
value=6163
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106164)
value=6164
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106165)
value=6165
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106166)
value=6166
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106167)
value=6167
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106168)
value=6168
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106169)
value=6169
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106170)
value=6170
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106171)
value=6171
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106172)
value=6172
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106173)
value=6173
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106174)
value=6174
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106175)
value=6175
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106176)
value=6176
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106177)
value=6177
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106178)
value=6178
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106179)
value=6179
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106180)
value=6180
persistent=256
ignorehitpause=1

[state ,1];ヘルパー保護
type=selfstate
trigger1=ishelper(106181)
value=6181
persistent=256
ignorehitpause=1

[State 1010, 11]
type = DestroySelf
trigger1 = ishelper
ignorehitpause=1

