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

[Statedef 200]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 200, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 200, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 200, アニメ変更]
type = Changeanim
trigger1 = anim != 200
value = 200
ignorehitpause = 1

[State 200, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 200, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 1
ignorehitpause = 1

[State 200, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 200, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 200, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 200, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 2
y = 0
ignorehitpause = 1

[State 200, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 200, ボイス]
type = Playsnd
triggerall = !animelemtime(4)
trigger1 = random < 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 200, 振り音]
type = Playsnd
trigger1 = !animelemtime(5)
value = 300, 1
ignorehitpause = 1

[State 200, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 0
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 200, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 0
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 200, 立ち弱]
type = Hitdef
trigger1 = !animelemtime(6)
attr = S, NA
ID = 200
animtype = light
damage = 25, 0
hitflag = MAF
guardflag = MA
pausetime = 0,11
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.1
air.velocity = -3.1
fall.recover = 1
fall.recovertime = 21
air.fall = 1
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
getpower = 120, 20
ignorehitpause = 1

[State 200, ヒットエフェクト]
type = Explod
triggerall = !numexplod(201)
triggerall = animelemtime(6)
trigger1 = movehit
anim = 201
id = 201
postype = p2
pos = ceil(p2dist x / 2 -15), -84 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 200, ヒットエフェクト]
type = Explod
triggerall = !numexplod(202)
triggerall = animelemtime(6)
trigger1 = movehit
anim = 202
id = 202
postype = p2
pos = ceil(p2dist x / 2 -15), -84 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 200, ガードエフェクト]
type = Explod
triggerall = !numexplod(203)
triggerall = animelemtime(6)
trigger1 = moveguarded
anim = 203
id = 203
postype = p2
pos = ceil(p2dist x / 2 -15), -84 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 200, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 200, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 200, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 200, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 210]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 210, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 210, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 210, アニメ変更]
type = Changeanim
trigger1 = anim != 210
value = 210
ignorehitpause = 1

[State 210, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 210, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 1
ignorehitpause = 1

[State 210, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 210, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 210, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 210, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 20
y = 0
ignorehitpause = 1

[State 210, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 210, ボイス]
type = Playsnd
triggerall = !animelemtime(3)
trigger1 = random < 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 210, ボイス]
type = Playsnd
trigger1 = !animelemtime(5)
trigger1 = random < 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 210, 振り音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 300, 2
ignorehitpause = 1

[State 210, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 10
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 210, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 210, 立ち中]
type = Hitdef
trigger1 = !animelemtime(4)
attr = S, NA
ID = 200
animtype = medium
damage = 58, 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 0, 13
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -6
air.velocity = -3.7, -5.2
fall.recover = 1
fall.recovertime = 29
air.fall = 1
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
getpower = 150, 60
ignorehitpause = 1

[State 210, ヒットエフェクト]
type = Explod
triggerall = !numexplod(211)
triggerall = animelemtime(4)
trigger1 = movehit
anim = 211
id = 211
postype = p2
pos = ceil(p2dist x / 2 -45), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 1, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 210, ガードエフェクト]
type = Explod
triggerall = !numexplod(212)
triggerall = animelemtime(4)
trigger1 = moveguarded
anim = 212
id = 212
postype = p2
pos = ceil(p2dist x / 2 -45), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 210, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 210, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 210, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 210, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 220]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 220, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 220, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 220, アニメ変更]
type = Changeanim
trigger1 = anim != 220
value = 220
ignorehitpause = 1

[State 220, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 220, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 220, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 220, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 220, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1


[State 220, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 10
y = 0
ignorehitpause = 1

[State 220, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 220, ボイス]
type = Playsnd
triggerall = !animelemtime(4)
trigger1 = random < 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 220, ボイス]
type = Playsnd
triggerall = !animelemtime(8)
trigger1 = random < 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 220, 振り音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 300, 3
ignorehitpause = 1

[State 220, 振り音]
type = Playsnd
trigger1 = !animelemtime(12)
value = 230, 0
ignorehitpause = 1

[State 220, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 5
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 220, ガード音]
type = Playsnd
triggerall = !ishelper
trigger1 = moveguarded = 1
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 220, 立ち強]
type = Hitdef
trigger1 = !animelemtime(5)
attr = S, NA
animtype = hard
ID = 200
damage = 90, 0
priority = 4
hitflag = MAFD
guardflag = MA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7.2
air.velocity = ifelse(p2statetype = L, -9, -4.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -7.2)
fall.recover = 1
fall.recovertime = 34
air.fall = 1
fall.yvelocity = -1
fall.envshake.time = 9
yaccel = .51
getpower = 180, 60
ignorehitpause = 1

[State 220, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(221)
triggerall = animelemtime(5)
trigger1 = movehit
id = 221
name = "hit"
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 220, ガードエフェクト]
type = Explod
triggerall = !numexplod(222)
triggerall = animelemtime(5)
trigger1 = moveguarded
anim = 212
id = 222
postype = p2
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 220, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 220, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 220, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 220, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 230]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 230, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 230, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 230, アニメ変更]
type = Changeanim
trigger1 = anim != 230
value = 230
ignorehitpause = 1

[State 230, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 230, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 230, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 230, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 230, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 230, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 230, 位置調整]
type = Velset
trigger1 = !animelemtime(8)
x = 30
y = 0
ignorehitpause = 1

[State 230, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 230, ボイス]
type = Playsnd
trigger1 = !animelemtime(4)
trigger1 = random < 300
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 230, ボイス]
type = Playsnd
triggerall = !animelemtime(8)
trigger1 = random < 200
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 230, 振り音]
type = Playsnd
trigger1 = !animelemtime(7)
value = 300, 3
ignorehitpause = 1

[State 230, 振り音]
type = Playsnd
trigger1 = !animelemtime(12)
value = 230, 0
ignorehitpause = 1

[State 230, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 5
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 230, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 230, 立ち６中]
type = Hitdef
trigger1 = !animelemtime(7)
attr = S, NA
animtype = hard
ID = 200
damage = 60, 0
priority = 3
hitflag = MAFD
guardflag = HA
pausetime = 0, 15
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.2
air.velocity = ifelse(p2statetype = L, -9, -2.2), ifelse(p2statetype = L, -.5, -4.8)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -2.2)
fall.recover = 1
fall.recovertime = 39
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 180, 60
ignorehitpause = 1

[State 230, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(231)
triggerall = animelemtime(7)
trigger1 = movehit
id = 231
name = "hit"
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 230, ガードエフェクト]
type = Explod
triggerall = !numexplod(232)
triggerall = animelemtime(7)
trigger1 = moveguarded
anim = 212
id = 232
postype = p2
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 230, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 230, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 230, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
ignorehitpause = 1

[State 230, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 240]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 240, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 240, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 240, アニメ変更]
type = Changeanim
trigger1 = anim != 240
value = 240
ignorehitpause = 1

[State 240, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 240, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 240, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 240, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 240, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1


[State 240, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 240, 位置調整]
type = Velset
trigger1 = !animelemtime(7)
x = 20
y = 0
ignorehitpause = 1

[State 240, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 240, ボイス]
type = Playsnd
triggerall = !animelemtime(5)
trigger1 = random < 300
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 240, ボイス]
type = Playsnd
triggerall = !animelemtime(10)
trigger1 = random < 300
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 240, 振り音]
type = Playsnd
trigger1 = !animelemtime(6)
value = 300, 3
ignorehitpause = 1

[State 240, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 5
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 240, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 240, 立ち６強]
type = Hitdef
trigger1 = !animelemtime(7)
attr = S, NA
ID = 200
animtype = hard
damage = 80, 0
priority = 3
hitflag = MAFD
guardflag = MA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-6.6
guard.velocity = -8
air.velocity = ifelse(p2statetype = L, -9, -4), ifelse(p2statetype = L, -.5, -6.6)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35,-4)
fall.recover = 1
fall.recovertime = 37
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 180, 30
ignorehitpause = 1

[State 240, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(241)
triggerall = animelemtime(7)
trigger1 = movehit
id = 241
name = "hit"
pos = ceil(p2dist x / 2 -35), -76 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 240, ガードエフェクト]
type = Explod
triggerall = !numexplod(242)
triggerall = animelemtime(7)
trigger1 = moveguarded
anim = 212
id = 242
postype = p2
pos = ceil(p2dist x / 2 -35), -76 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 240, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 240, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 240, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 240, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 250]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 250, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 250, アニメ変更]
type = Changeanim
trigger1 = anim != 250
value = 250
ignorehitpause = 1

[State 250, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 250, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 250, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 250, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 250, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 250, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 250, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 250, ボイス]
type = Playsnd
triggerall = !animelemtime(4)
trigger1 = random < 300
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 250, 振り音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 230, 0
ignorehitpause = 1

[State 250, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 250, ステート変更]
type = Changestate
trigger1 = animelemtime(6) > 0
value = 251
persistent = 256
ignorehitpause = 1

[State 250, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 251]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 251, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 251, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 251, アニメ変更]
type = Changeanim
trigger1 = anim != 251
value = 251
ignorehitpause = 1

[State 251, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 250, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 251, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 251, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 50
y = 0
ignorehitpause = 1

[State 251, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 251, ボイス]
type = Playsnd
triggerall = !animelemtime(8)
trigger1 = random < 200
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 251, 振り音]
type = Playsnd
trigger1 = !animelemtime(2)
value = 300, 3
ignorehitpause = 1

[State 251, 振り音]
type = Playsnd
trigger1 = !animelemtime(6)
trigger2 = !animelemtime(7)
value = 1000, 2
ignorehitpause = 1

[State 251, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 5
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 251, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 251, 立ち３弱]
type = Hitdef
trigger1 = !animelemtime(2)
attr = S, NA
animtype = diagup
ID = 200
damage = 96, 0
numhits = 2
priority = 4
hitflag = MAFD
guardflag = HA
pausetime = 0, 15
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.2, -8.7
guard.velocity = -17
air.velocity = -4.2, -8.7
down.velocity = -13.2, 0
fall.recover = 1
fall.recovertime = 44
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 153, 51
ignorehitpause = 1

[State 251, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(251)
triggerall = animelemtime(2)
trigger1 = movehit
id = 251
name = "hit"
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 251, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(252)
triggerall = animelemtime(2)
trigger1 = movehit
id = 252
name = "hit"
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 251, ガードエフェクト]
type = Explod
triggerall = !numexplod(252)
triggerall = animelemtime(2)
trigger1 = moveguarded
anim = 212
id = 252
postype = p2
pos = ceil(p2dist x / 2 -35), -66 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 251, 画面揺らし]
type = Envshake
trigger1 = !animelemtime(1)
time = 5
freq = 60
ampl = -5
ignorehitpause = 1

[State 251, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 251, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 251, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 251, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 260]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 260, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 260, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 260, アニメ変更]
type = Changeanim
trigger1 = anim != 260
value = 260
ignorehitpause = 1

[State 260, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 260, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 260, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 260, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 260, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1


[State 260, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 260, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 260, ボイス]
type = Playsnd
triggerall = !animelemtime(5)
trigger1 = random < 300
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 260, ボイス]
type = Playsnd
triggerall = !animelemtime(10)
trigger1 = random < 300
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 260, 振り音]
type = Playsnd
triggerall = !ishelper
trigger1 = !animelemtime(7)
value = 300, 3
ignorehitpause = 1

[State 260, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 2
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 260, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 1
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 260, 発光]
type = Palfx
trigger1 = !animelemtime(5)
time = 10
mul = 255, 255, 255
sinadd = 255, 255, 255, 20
color = 255
ignorehitpause = 1

[State 260, 吹き飛ばし]
type = Hitdef
trigger1 = !animelemtime(7)
attr = S, NA
ID = 200
animtype = hard
damage = enemy,lifemax / 3, 0
priority = 5, hit
hitflag = MAF
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = 0, 0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20,-6
air.type = high
air.velocity = -8, -6
air.hittime = 24
fall = 1
fall.recover = 1
fall.recovertime = 35
yaccel = .5
getpower = 216, 216
ignorehitpause = 1

[State 260, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(261)
triggerall = animelemtime(7)
trigger1 = movehit
id = 261
name = "hit"
pos = ceil(p2dist x / 2 -45), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 260, ガードエフェクト]
type = Explod
triggerall = !numexplod(262)
triggerall = animelemtime(7)
trigger1 = moveguarded
anim = 212
id = 262
postype = p2
pos = ceil(p2dist x / 2 -45), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 260, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 260, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 260, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 260, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[statedef 290]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 290, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 290, 連打キャンセル用]
type = Changeanim
trigger1 = 1
value = anim
ignorehitpause = 1

[State 290, ステート変更]
type = Changestate
trigger1 = 1
value = anim
ignorehitpause = 1

[State 290, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
ignorehitpause = 1

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

[Statedef 400]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 400, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 400, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 400, アニメ変更]
type = Changeanim
trigger1 = anim != 400
value = 400
ignorehitpause = 1

[State 400, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = C
movetype = A
physics = C
ignorehitpause = 1

[State 400, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 400, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 400, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 400, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 400, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 1
y = 0
ignorehitpause = 1

[State 400, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 400, ボイス]
type = Playsnd
triggerall = !animelemtime(2)
trigger1 = random < 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 400, 振り音]
type = Playsnd
trigger1 = !animelemtime(3)
value = 300, 0
ignorehitpause = 1

[State 400, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 10
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 400, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 400, しゃがみ弱]
type = Hitdef
trigger1 = !animelemtime(3)
attr = C, NA
ID = 200
animtype = light
damage = 28, 0
hitflag = MAFD
guardflag = L
pausetime = 0, 11
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
air.velocity = ifelse(p2statetype = L, -9, -3.1), ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 1
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 120, 60
ignorehitpause = 1

[State 400, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(401)
triggerall = animelemtime(3)
trigger1 = movehit
id = 401
name = "hit"
pos = ceil(p2dist x / 2 -35), -25 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 400, ガードエフェクト]
type = Explod
triggerall = !numexplod(402)
triggerall = animelemtime(3)
trigger1 = moveguarded
anim = 203
id = 402
postype = p2
pos = ceil(p2dist x / 2 -35), -25 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 400, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 400, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 400, ステート変更]
type = Changestate
trigger1 = !animtime
value = 11
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 400, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 410]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 410, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 410, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 410, アニメ変更]
type = Changeanim
trigger1 = anim != 410
value = 410
ignorehitpause = 1

[State 410, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = C
movetype = A
physics = C
ignorehitpause = 1

[State 410, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 410, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 410, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 410, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 410, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 10
y = 0
ignorehitpause = 1

[State 410, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 410, ボイス]
type = Playsnd
triggerall = !animelemtime(3)
trigger1 = random < 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 410, ボイス]
type = Playsnd
triggerall = !animelemtime(5)
trigger1 = random < 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 410, 振り音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 300, 2
ignorehitpause = 1

[State 410, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 10
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 410, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 410, しゃがみ中]
type = Hitdef
trigger1 = !animelemtime(4)
attr = C, NA
ID = 200
animtype = medium
damage = 60, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 13
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -7.5
air.velocity = ifelse(p2statetype = L, -9, -2.7), ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -7.5)
fall.recover = 1
fall.recovertime = 29
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 150, 60
ignorehitpause = 1

[State 410, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(411)
triggerall = animelemtime(4)
trigger1 = movehit
id = 411
name = "hit"
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 410, ガードエフェクト]
type = Explod
triggerall = !numexplod(412)
triggerall = animelemtime(4)
trigger1 = moveguarded
anim = 212
id = 412
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 410, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 410, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 410, ステート変更]
type = Changestate
trigger1 = !animtime
value = 11
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 410, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 420]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 420, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 420, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 420, アニメ変更]
type = Changeanim
trigger1 = anim != 420
value = 420
ignorehitpause = 1

[State 420, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = C
movetype = A
physics = C
ignorehitpause = 1

[State 420, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 420, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 420, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 420, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 420, 位置調整]
type = Velset
trigger1 = !animelemtime(7)
x = 30
y = 0
ignorehitpause = 1

[State 420, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 420, ボイス]
type = Playsnd
triggerall = !animelemtime(4)
trigger1 = random < 500
value = 200, random % 3
channel = 0
ignorehitpause = 1

[State 420, ボイス]
type = Playsnd
triggerall = !animelemtime(13)
trigger1 = random < 200
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 420, 振り音]
type = Playsnd
trigger1 = !animelemtime(8)
value = 300, 3
ignorehitpause = 1

[State 420, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 5
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 420, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 420, しゃがみ強]
type = Hitdef
trigger1 = !animelemtime(7)
attr = C, NA
ID = 200
animtype = hard
damage = 60, 0
hitflag = MAFD
guardflag = L
pausetime = 0, 15
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.2, -4.8
guard.velocity = -10
air.velocity = ifelse(p2statetype = L, -9, -2.2), ifelse(p2statetype = L, -.5, -4.8)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -2.2)
fall.recover = 1
fall.recovertime = 29
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 210, 75
ignorehitpause = 1

[State 420, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(421)
triggerall = animelemtime(7)
trigger1 = movehit
id = 421
name = "hit"
pos = ceil(p2dist x / 2 -35), -10 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 420, ガードエフェクト]
type = Explod
triggerall = !numexplod(422)
triggerall = animelemtime(7)
trigger1 = moveguarded
anim = 212
id = 422
postype = p2
pos = ceil(p2dist x / 2 -35), -10 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 420, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 420, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 420, ステート変更]
type = Changestate
trigger1 = !animtime
value = 11
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 420, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 430]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 430, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 430, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 430, アニメ変更]
type = Changeanim
trigger1 = anim != 430
value = 430
ignorehitpause = 1

[State 430, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = C
movetype = A
physics = C
ignorehitpause = 1

[State 430, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 430, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 430, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 430, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 430, 位置調整]
type = Velset
trigger1 = !animelemtime(6)
x = 20
y = 0
ignorehitpause = 1

[State 430, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 430, ボイス]
type = Playsnd
triggerall = !animelemtime(6)
trigger1 = random < 800
value = 850, 0
channel = 0
ignorehitpause = 1

[State 430, 振り音]
type = Playsnd
trigger1 = !animelemtime(6)
value = 300, 3
ignorehitpause = 1

[State 430, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 5
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 430, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 430, エリアル]
type = Hitdef
trigger1 = !animelemtime(6)
attr = C, NA
ID = 200
animtype = diagup
damage = 72, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0, -10.5
guard.velocity = -10
air.velocity = 0, -10.5
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, 0)
fall.recover = 1
fall.recovertime = 51
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 630, 180
ignorehitpause = 1

[State 430, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(431)
triggerall = animelemtime(6)
trigger1 = movehit
id = 431
name = "hit"
pos = ceil(p2dist x / 2 -25), -66 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 430, ガードエフェクト]
type = Explod
triggerall = !numexplod(432)
triggerall = animelemtime(6)
trigger1 = moveguarded
anim = 212
id = 432
postype = p2
pos = ceil(p2dist x / 2 -25), -66 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 430, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 430, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 430, ステート変更]
type = Changestate
trigger1 = !animtime
value = 11
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 430, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 600]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 600, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 600, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 600, アニメ変更]
type = Changeanim
trigger1 = anim != 600
value = 600
ignorehitpause = 1

[State 600, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 600, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 600, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 600, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 600, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 600, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 600, ボイス]
type = Playsnd
triggerall = !animelemtime(3)
trigger1 = random < 400
value = 200, random % 3
channel = 0
ignorehitpause = 1

[State 600, ボイス]
type = Playsnd
triggerall = !animelemtime(5)
trigger1 = random < 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 600, 振り音]
type = Playsnd
trigger1 = !animelemtime(2)
value = 300, 0
ignorehitpause = 1

[State 600, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 10
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 600, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 600, ジャンプ弱]
type = Hitdef
trigger1 = !animelemtime(2)
attr = A, NA
ID = 200
animtype = light
damage = 24, 0
hitflag = MAFD
guardflag = HA
pausetime = 0, 12
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4.5
air.velocity = -3.1, -5.2
down.velocity = -13.2, 0
fall.recover = 1
fall.recovertime = 22
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 120, 60
ignorehitpause = 1

[State 600, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(601)
triggerall = animelemtime(2)
trigger1 = movehit
id = 601
name = "hit"
pos = ceil(p2dist x / 2 -45), -75 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 600, ガードエフェクト]
type = Explod
triggerall = !numexplod(602)
triggerall = animelemtime(2)
trigger1 = moveguarded
anim = 203
id = 602
postype = p2
pos = ceil(p2dist x / 2 -45), -75 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 600, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 600, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 600, ステート変更]
type = Changestate
trigger1 = !animtime
value = 51
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 600, １２Ｐ準ステ固定]
type = Changestate
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 610]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 610, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 610, アニメ変更]
type = Changeanim
trigger1 = anim != 610
value = 610
ignorehitpause = 1

[State 610, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 610, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 610, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 610, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 610, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 610, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 610, 位置調整]
type = Velset
trigger1 = !animelemtime(2)
x = 10
y = 20
ignorehitpause = 1

[State 610, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 610, ボイス]
type = Playsnd
triggerall = !animelemtime(2)
trigger1 = random < 400
value = 200, random % 3
channel = 0
ignorehitpause = 1

[State 610, ボイス]
type = Playsnd
triggerall = !animelemtime(5)
trigger1 = random < 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 610, 振り音]
type = Playsnd
trigger1 = !animelemtime(2)
value = 300, 3
ignorehitpause = 1

[State 610, ヒット音]
type = Playsnd
trigger1 = !projhittime(200)
value = 400, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 610, ガード音]
type = Playsnd
trigger1 = !projguardedtime(200)
value = 120, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 610, ジャンプ中]
type = Projectile
trigger1 = !animelemtime(2)
projID = 200
projanim = 611
projremove = 1
projremovetime = -1
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 0, 0
velocity = 10, 20
attr = A, NA
ID = 200
animtype = medium
damage = 56, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 13
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5.5
air.velocity = -3.4, -5.2
fall.recover = 1
fall.recovertime = 27
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 150, 60
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 610, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(611)
triggerall = animelemtime(2)
trigger1 = !projhittime(200)
id = 611
name = "hit"
pos = ceil(p2dist x / 2 -25), -20 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 610, ガードエフェクト]
type = Explod
triggerall = !numexplod(612)
triggerall = animelemtime(2)
trigger1 = !projguardedtime(200)
anim = 212
id = 612
postype = p2
pos = ceil(p2dist x / 2 -25), -20 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 610, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 610, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 610, ステート変更]
type = Changestate
trigger1 = !animtime
value = 51
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 610, １２Ｐ準ステ固定]
type = Changestate
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 620]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 620, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 620, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 620, アニメ変更]
type = Changeanim
trigger1 = anim != 620
value = 620
ignorehitpause = 1

[State 620, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 620, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 620, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 620, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 620, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 620, 位置調整]
type = Velmul
trigger1 = !animelemtime(1)
x = 0.5
y = 0.5
ignorehitpause = 1

[State 620, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 620, ボイス]
type = Playsnd
trigger1 = !animelemtime(2)
trigger1 = random < 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 620, ボイス]
type = Playsnd
triggerall = !animelemtime(8)
trigger1 = random < 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 620, 振り音]
type = Playsnd
trigger1 = !animelemtime(5)
value = 300, 2
ignorehitpause = 1

[State 620, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 5
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 620, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 620, ジャンプ強]
type = Hitdef
trigger1 = !animelemtime(6)
attr = A, NA
ID = 200
animtype = hard
damage = 70, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6.5
air.velocity = -4.1, -5.2
fall.recover = 1
fall.recovertime = 31
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 60
ignorehitpause = 1

[State 620, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(621)
triggerall = animelemtime(6)
trigger1 = movehit
id = 621
name = "hit"
pos = ceil(p2dist x / 2 -25), -30 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 620, ガードエフェクト]
type = Explod
triggerall = !numexplod(622)
triggerall = animelemtime(6)
trigger1 = moveguarded
anim = 212
id = 622
postype = p2
pos = ceil(p2dist x / 2 -25), -30 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 620, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 620, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 620, ステート変更]
type = Changestate
trigger1 = !animtime
value = 51
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 620, １２Ｐ準ステ固定]
type = Changestate
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 630]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 630, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 630, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 630, アニメ変更]
type = Changeanim
trigger1 = anim != 630
value = 630
ignorehitpause = 1

[State 630, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 630, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 630, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 630, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 630, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 630, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = -10
ignorehitpause = 1

[State 630, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(2)
x = 20
y = -8
ignorehitpause = 1

[State 630, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 630, ボイス]
type = Playsnd
triggerall = !animelemtime(2)
trigger1 = random < 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 630, ボイス]
type = Playsnd
triggerall = !animelemtime(7)
trigger1 = random < 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 630, 振り音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 300, 3
ignorehitpause = 1

[State 630, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 630, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 630, ジャンプ２弱]
type = Hitdef
trigger1 = !animelemtime(4)
attr = A, NA
ID = 200
animtype = hard
damage = 66, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.9, -8.2
air.velocity = -3.9, -8.2
fall.recover = 1
fall.recovertime = 34
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 78
ignorehitpause = 1

[State 630, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(631)
triggerall = animelemtime(6)
trigger1 = movehit
id = 631
name = "hit"
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 630, ガードエフェクト]
type = Explod
triggerall = !numexplod(632)
triggerall = animelemtime(6)
trigger1 = moveguarded
anim = 212
id = 632
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 630, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 630, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 630, ステート変更]
type = Changestate
trigger1 = !animtime
value = 51
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 630, １２Ｐ準ステ固定]
type = Changestate
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 640]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 640, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 640, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 640, アニメ変更]
type = Changeanim
trigger1 = anim != 640
value = 640
ignorehitpause = 1

[State 640, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 640, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 640, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 640, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 640, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 640, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = -10
ignorehitpause = 1

[State 640, 位置調整]
type = Velset
trigger1 = !animelemtime(2)
x = -20
y = -8
ignorehitpause = 1

[State 640, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 640, ボイス]
type = Playsnd
triggerall = !animelemtime(4)
trigger1 = random < 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 640, ボイス]
type = Playsnd
triggerall = !animelemtime(10)
trigger1 = random < 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 640, 振り音]
type = Playsnd
trigger1 = !animelemtime(7)
value = 300, 3
ignorehitpause = 1

[State 640, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 640, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 640, ジャンプ２中]
type = Hitdef
trigger1 = !animelemtime(8)
attr = A, NA
ID = 200
animtype = hard
damage = 66, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 2.5, -9.2
air.velocity = 2.5, -9.2
fall.recover = 1
fall.recovertime = 34
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 75
ignorehitpause = 1

[State 640, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(641)
triggerall = animelemtime(6)
trigger1 = movehit
id = 641
name = "hit"
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 640, ガードエフェクト]
type = Explod
triggerall = !numexplod(642)
triggerall = animelemtime(6)
trigger1 = moveguarded
anim = 212
id = 642
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 640, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 640, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 640, ステート変更]
type = Changestate
trigger1 = !animtime
value = 51
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 640, １２Ｐ準ステ固定]
type = Changestate
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 650]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 650, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 650, 保険]
type = Changestate
triggerall = palno = 12
trigger1 = !numhelper(154)
trigger2 = enemynear,authorname = "SAMSARA"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 650, アニメ変更]
type = Changeanim
trigger1 = anim != 650
value = 650
ignorehitpause = 1

[State 650, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = A
movetype = A
physics = N
ignorehitpause = 1

[State 650, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 650, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 650, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 650, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 650, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 650, 位置調整]
type = Velset
trigger1 = !animelemtime(4)
x = 30
y = 0
ignorehitpause = 1

[State 650, ヒット、ガードフラグリセット]
type = Movehitreset
trigger1 = !animelemtime(1)
ignorehitpause = 1

[State 650, ボイス]
type = Playsnd
triggerall = !animelemtime(4)
trigger1 = random < 400
value = 200, random % 3
channel = 0
lowpriority = 2
ignorehitpause = 1

[State 650, ボイス]
type = Playsnd
triggerall = !animelemtime(5)
trigger1 = random < 400
value = 200, 3 + random % 3
channel = 0
lowpriority = 1
ignorehitpause = 1

[State 650, 振り音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 300, 3
ignorehitpause = 1

[State 650, ヒット音]
type = Playsnd
trigger1 = movehit = 1
value = 400, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 650, ガード音]
type = Playsnd
trigger1 = moveguarded = 1
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 650, ジャンプ２強]
type = Hitdef
trigger1 = !animelemtime(4)
attr = A, NA
ID = 200
animtype = hard
damage = 99, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 2.5, -9.2
air.velocity = 2.5, -9.2
fall.recover = 1
fall.recovertime = 34
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 75
ignorehitpause = 1

[State 650, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(651)
triggerall = animelemtime(6)
trigger1 = movehit
id = 651
name = "hit"
pos = ceil(p2dist x / 2 -25), -45 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 650, ガードエフェクト]
type = Explod
triggerall = !numexplod(652)
triggerall = animelemtime(6)
trigger1 = moveguarded
anim = 212
id = 652
postype = p2
pos = ceil(p2dist x / 2 -25), -46 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 650, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 650, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 650, ステート変更]
type = Changestate
trigger1 = !animtime
value = 51
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 650, １２Ｐ準ステ固定]
type = Changestate
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 700]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 700, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 700, アニメ変更]
type = Changeanim
trigger1 = anim != 700
value = 700
ignorehitpause = 1

[State 700, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 700, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 700, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 700, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 700, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 700, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = -10
ignorehitpause = 1

[State 700, 位置調整]
type = Velset
trigger1 = !animelemtime(2)
x = 20
y = -8
ignorehitpause = 1

[State 700, ボイス]
type = Playsnd
trigger1 = !animelemtime(1)
value = 199, random % 10
channel = 0
lowpriority = 0
ignorehitpause = 1

[State 700, 効果音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 121, 0
channel = 2
volume = -64
ignorehitpause = 1

[State 700, ヒット音]
type = Playsnd
trigger1 = !projhittime(200)
value = 400, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 700, ガード音]
type = Playsnd
trigger1 = !projguardedtime(200)
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 700, 発光]
type = Palfx
trigger1 = !animelemtime(1)
time = 4
add = 200, 200, 200 
ignorehitpause = 1

[State 700, 食らい復帰後方]
type = Projectile
trigger1 = !animelemtime(4)
projanim = 701
projID = 200
offset = 0, 0
projremovetime = 1
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
attr = A, NA
animtype = hard
damage = 66, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.9, -8.2
air.velocity = -3.9, -8.2
fall.recover = 1
fall.recovertime = 34
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 78
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 700, 発動エフェクト]
type = Explod
triggerall = !numexplod(700)
trigger1 = !animelemtime(1)
postype = p1
pos = 0, -70
anim = 702
ID = 700
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 700, 発動エフェクト]
type = Explod
triggerall = !numexplod(703)
trigger1 = !animelemtime(1)
postype = p1
pos = 0, -70
anim = 703
ID = 703
bindtime = -1
sprpriority = -1
removetime = -2
ownpal = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 700, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(701)
trigger1 = !projhittime(200)
id = 701
name = "hit"
pos = ceil(p2dist x / 2 -35), -45 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 700, ガードエフェクト]
type = Explod
triggerall = !numexplod(702)
trigger1 = !projguardedtime(200)
anim = 212
id = 702
postype = p2
pos = ceil(p2dist x / 2 -35), -45 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 700, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
ignorehitpause = 1

[State 700, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 700, ステート変更]
type = Changestate
trigger1 = !animtime
value = 51
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 700, １２Ｐ準ステ固定]
type = Changestate
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 710]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 710, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 710, アニメ変更]
type = Changeanim
trigger1 = anim != 710
value = 710
ignorehitpause = 1

[State 710, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 710, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 710, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 710, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 710, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 710, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = -10
ignorehitpause = 1

[State 710, 位置調整]
type = Velset
trigger1 = !animelemtime(2)
x = -20
y = -8
ignorehitpause = 1

[State 710, ボイス]
type = Playsnd
trigger1 = !animelemtime(1)
value = 199, random % 10
channel = 0
lowpriority = 0
ignorehitpause = 1

[State 710, 効果音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 121, 0
channel = 2
volume = -64
ignorehitpause = 1

[State 710, ヒット音]
type = Playsnd
trigger1 = !projhittime(200)
value = 400, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 710, ガード音]
type = Playsnd
trigger1 = !projguardedtime(200)
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 710, 発光]
type = Palfx
trigger1 = !animelemtime(1)
time = 4
add = 200, 200, 200 
ignorehitpause = 1

[State 710, 食らい復帰前方]
type = Projectile
trigger1 = !animelemtime(8)
projanim = 711
projID = 200
offset = 0, 0
projremovetime = 1
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
attr = A, NA
animtype = hard
damage = 66, 0
hitflag = MAF
guardflag = HA
pausetime = 0, 14
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 2.5, -9.2
air.velocity = 2.5, -9.2
fall.recover = 1
fall.recovertime = 34
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 180, 75
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 710, 発動エフェクト]
type = Explod
triggerall = !numexplod(710)
trigger1 = !animelemtime(1)
postype = p1
pos = 0, -70
anim = 702
ID = 710
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 710, 発動エフェクト]
type = Explod
triggerall = !numexplod(713)
trigger1 = !animelemtime(1)
postype = p1
pos = 0, -70
anim = 703
ID = 713
bindtime = -1
sprpriority = -1
removetime = -2
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 710, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(711)
trigger1 = !projhittime(200)
id = 711
name = "hit"
pos = ceil(p2dist x / 2 -35), -45 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 710, ガードエフェクト]
type = Explod
triggerall = !numexplod(712)
trigger1 = !projguardedtime(200)
anim = 212
id = 712
postype = p2
pos = ceil(p2dist x / 2 -35), -45 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 710, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
ignorehitpause = 1

[State 710, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 710, ステート変更]
type = Changestate
trigger1 = !animtime
value = 51
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 710, １２Ｐ準ステ固定]
type = Changestate
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 1000]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 1000, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

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

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

[State 1000, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 1000, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1000, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

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

[State 1000, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1000, ボイス]
type = Playsnd
trigger1 = !animelemtime(8)
value = 1000, random % 3
channel = 0
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1000, 振り音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 1000, 2
ignorehitpause = 1

[State 1000, 振り音]
type = Playsnd
trigger1 = !animelemtime(8)
value = 1000, 5
volume = -64
ignorehitpause = 1

[State 1000, ヒット音]
type = Playsnd
trigger1 = !projhittime(200)
value = 400, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1000, ガード音]
type = Playsnd
trigger1 = !projguardedtime(200)
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1000, 雷エフェクト]
type = Explod
trigger1 = animelemtime(1)
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, 雷エフェクト]
type = Explod
triggerall = animelemtime(1)
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, JET-X尾]
type = Explod
trigger1 = !animelemtime(8)
anim = 1007 + random % 4
id = 200
postype = p1
pos = 20, -70
velocity = 20, 0
removetime = -1
sprpriority = 3
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, JET-X]
type = Projectile
trigger1 = !animelemtime(8)
projID = 200
projanim = 1005
projhitanim = 1006
projscale = 3.0, 3.0
projremovetime = -1
priority = 7, hit
projpriority = 9999999999999
numhits = 3
offset = 61, -70
velocity = 20, 0
attr = S, SP
animtype = medium
damage = 147, 0
hitflag = MAF
guardflag = MA
pausetime = 0, 13
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -7.5
air.velocity = -3.7, -5.2
fall.recover = 1
fall.recovertime = 20
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 120, 6
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 1000, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 1000, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 1000, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 1050]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 1050, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 1050, アニメ変更]
type = Changeanim
trigger1 = anim != 1050
value = 1050
ignorehitpause = 1

[State 1050, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 1050, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 1050, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1050, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

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

[State 1050, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = -10
y = -10
ignorehitpause = 1

[State 1050, ボイス]
type = Playsnd
trigger1 = !animelemtime(6)
value = 1000, random % 3
channel = 0
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1050, 振り音]
type = Playsnd
trigger1 = !animelemtime(4)
value = 1000, 2
ignorehitpause = 1

[State 1050, 振り音]
type = Playsnd
trigger1 = !animelemtime(6)
value = 1000, 5
volume = -64
ignorehitpause = 1

[State 1050, ヒット音]
type = Playsnd
trigger1 = !projhittime(200)
value = 400, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1050, ガード音]
type = Playsnd
trigger1 = !projguardedtime(200)
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1050, 雷エフェクト]
type = Explod
trigger1 = animelemtime(1)
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1050, 雷エフェクト]
type = Explod
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1000, JET-X尾]
type = Explod
trigger1 = !animelemtime(6)
anim = 1007 + random % 4
id = 200
postype = p1
pos = 20, -70
velocity = 20, 10
removetime = -1
sprpriority = 3
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1050, 空中JET-X]
type = Projectile
trigger1 = !animelemtime(6)
projID = 200
projanim = 1005
projhitanim = 1006
projscale = 3.0, 3.0
projremovetime = -1
priority = 7, hit
projpriority = 9999999999999
numhits = 3
offset = 61, -70
velocity = 20, 10
attr = A, SP
animtype = medium
damage = 162, 0
hitflag = MAF
guardflag = MA
pausetime = 0, 13
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3.5, -9.7
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9,- 3.5), ifelse(p2statetype = L, -.5, -11.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -3.5)
down.velocity = -13.2, 0
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 150, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1050, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 1050, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 1050, ステート変更]
type = Changestate
trigger1 = !animtime
value = 51
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 1050, １２Ｐ準ステ固定]
type = Changestate
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 1100]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 1100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

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

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

[State 1100, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 1100, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1100, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

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

[State 1100, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1100, 位置調整]
type = Velset
trigger1 = !animelemtime(6)
x = 30
y = -30
ignorehitpause = 1

[State 1100, 位置調整]
type = Velmul
trigger1 = animelemtime(8)
x = 0.85
y = 0.85
ignorehitpause = 1

[State 1100, ボイス]
type = Playsnd
trigger1 = !animelemtime(7)
value = 1100, 2 + random % 3
channel = 0
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1100, 振り音]
type = Playsnd
trigger1 = !animelemtime(6)
value = 1000, 5
volume = -64
ignorehitpause = 1

[State 1100, 振り音]
type = Playsnd
trigger1 = !animelemtime(7)
value = 1100, 0
ignorehitpause = 1

[State 1100, ヒット音]
type = Playsnd
trigger1 = !projhittime(200)
value = 400, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1100, ガード音]
type = Playsnd
trigger1 = !projguardedtime(200)
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1100, 雷エフェクト]
type = Explod
trigger1 = animelemtime(1)
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, 雷エフェクト]
type = Explod
triggerall = animelemtime(1)
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, DEATH_FANG]
type = Projectile
trigger1 = !animelemtime(7)
projID = 200
projanim = 1105
projremove = 0
projremovetime = 16
projscale = 1, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 20, -80
velocity = 15, 0
attr = A, SA
animtype = medium
damage = 54, 14
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, -10.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9,- 2), ifelse(p2statetype = L, -.5, -12)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -2)
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 120, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, DEATH_FANG]
type = Projectile
trigger1 = !animelemtime(7)
projID = 200
projanim = 1105
projremove = 0
projremovetime = 16
projscale = 1, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 40, -80
velocity = 15, 0
attr = A, SA
animtype = medium
damage = 54, 14
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, -10.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9,- 2), ifelse(p2statetype = L, -.5, -12)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -2)
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 120, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, DEATH_FANG]
type = Projectile
trigger1 = !animelemtime(7)
projID = 200
projanim = 1105
projremove = 0
projremovetime = 16
projscale = 1, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 60, -80
velocity = 15, 0
attr = A, SA
animtype = medium
damage = 54, 14
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, -10.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9,- 2), ifelse(p2statetype = L, -.5, -12)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -2)
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 120, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = numhelper(1101) < 4
trigger1 = !projhittime(200)
id = 1101
name = "hit"
pos = ceil(p2dist x / 2 -35), -75 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, ガードエフェクト]
type = Explod
triggerall = !numexplod(1102)
trigger1 = !projguardedtime(200)
anim = 212
id = 1102
postype = p2
pos = ceil(p2dist x / 2 -35), -45 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1100, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 1100, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 1100, ステート変更]
type = Changestate
trigger1 = !animtime
value = 51
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 1100, １２Ｐ準ステ固定]
type = Changestate
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 1200]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 1200, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

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

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

[State 1200, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 1200, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1200, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

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

[State 1200, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1200, 位置調整]
type = Velset
trigger1 = !animelemtime(6)
x = 50
ignorehitpause = 1

[State 1200, 位置調整]
type = Velmul
trigger1 = animelemtime(9)
x = 0.8
y = 0.8
ignorehitpause = 1

[State 1200, ボイス]
type = Playsnd
trigger1 = !animelemtime(10)
value = 1200, random % 2
channel = 0
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1200, 振り音]
type = Playsnd
trigger1 = !animelemtime(5)
value = 1200, 2
volume = -64
ignorehitpause = 1

[State 1200, 振り音]
type = Playsnd
trigger1 = !animelemtime(11)
value = 1200, 3
volume = -64
ignorehitpause = 1

[State 1200, ヒット音]
type = Playsnd
trigger1 = !projhittime(200)
value = 400, 9
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1200, ガード音]
type = Playsnd
trigger1 = !projguardedtime(200)
value = 120, 3
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1200, ダッシュエフェクト]
type = Explod
trigger1 = gametime % 7 = 6
anim = 6010
id = 6010
postype = p1
pos = 0,6
sprpriority = 7
bindtime = 1
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 雷エフェクト]
type = Explod
trigger1 = animelemtime(1)
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 雷エフェクト]
type = Explod
trigger1 = !animelemtime(5)
anim = 1016
ID = 6010
postype = p1
pos = 0, 16
bindtime = 1
sprpriority = 7
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 雷エフェクト]
type = Explod
triggerall = !numexplod(1206)
trigger1 = p2bodydist x < 35
trigger2 = !animtime
anim = 1206
ID = 1206
postype = p1
pos = -35, -90
bindtime = 1
sprpriority = 7
ownpal  = 1
scale = 0.8, 0.8
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 雷エフェクト]
type = Explod
triggerall = !numexplod(1207)
trigger1 = animelemtime(5)
anim = 1207
ID = 1207
postype = p1
pos = 25, -90
bindtime = 1
sprpriority = 7
ownpal  = 1
scale = 0.75, 0.75
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, MAGNUM_STEP]
type = Projectile
trigger1 = !animelemtime(10)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 120, -70
attr = S, SA
animtype  = light
damage = 80, 27
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 270, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, MAGNUM_STEP]
type = Projectile
trigger1 = !animelemtime(11)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 140, -70
attr = S, SA
animtype  = light
damage = 80, 27
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 270, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, MAGNUM_STEP]
type = Projectile
trigger1 = !animelemtime(12)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 160, -70
attr = S, SA
animtype  = light
damage = 80, 27
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 270, 90
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(1201)
trigger1 = !projhittime(200)
id = 1201
name = "hit"
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, ガードエフェクト]
type = Explod
triggerall = !numexplod(1202)
trigger1 = !projguardedtime(200)
anim = 212
id = 1202
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 1200, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 1200, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 1200, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 1300]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 1300, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

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

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

[State 1300, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 1300, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1300, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !animelemtime(10)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !animelemtime(17)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !animelemtime(24)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !animelemtime(31)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !animelemtime(38)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 振り向き]
type = Turn
triggerall = !animelemtime(45)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1300, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1300, 位置調整]
type = Velset
trigger1 = !animelemtime(10)
trigger2 = !animelemtime(17)
trigger3 = !animelemtime(24)
trigger4 = !animelemtime(31)
trigger5 = !animelemtime(38)
trigger6 = !animelemtime(45)
x = 50
ignorehitpause = 1

[State 1300, 位置調整]
type = Velmul
trigger1 = animelemtime(53) > 0
x = 0.5
ignorehitpause = 1

[State 1300, ボイス]
type = Playsnd
trigger1 = !animelemtime(12)
value = 1300, random % 2
channel = 0
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1300, 振り音]
type = Playsnd
trigger1 = !animelemtime(10)
trigger2 = !animelemtime(17)
trigger3 = !animelemtime(24)
trigger4 = !animelemtime(31)
trigger5 = !animelemtime(38)
trigger6 = !animelemtime(45)
value = 1300, 2
ignorehitpause = 1

[State 1300, 振り音]
type = Playsnd
trigger1 = !animelemtime(53)
trigger2 = !animelemtime(55)
value = 1000, 2
ignorehitpause = 1

[State 1300, ヒット音]
type = Playsnd
trigger1 = !projhittime(200)
value = 400, 5
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1300, ガード音]
type = Playsnd
trigger1 = !projguardedtime(200)
value = 120, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1300, ダッシュエフェクト]
type = Explod
trigger1 = gametime % 7 = 6
anim = 6010
id = 6010
postype = p1
pos = 0,6
sprpriority = 7
bindtime = 1
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, WAR_DANCE]
type = Projectile
trigger1 = !animelemtime(10)
trigger2 = !animelemtime(17)
trigger3 = !animelemtime(24)
trigger4 = !animelemtime(31)
trigger5 = !animelemtime(38)
trigger6 = !animelemtime(45)
projID = 200
projanim = 1002
projremove = 0
projremovetime = 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 0, 0
attr = S, SA
animtype = light
damage = 35, 9
hitflag = MAFD
guardflag = MA
pausetime = 0, 10
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 14
ground.hittime = 14
ground.velocity = -3.1
guard.velocity = -3.1
air.velocity = ifelse(p2statetype = L, -9, -2), ifelse(p2statetype = L, -.5, -2.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -3.1)
fall.recover = 0
fall.recovertime = 26
fall.yvelocity = -1
fall.envshake.time = 9
air.fall = 1
yaccel = .51
getpower = 40, 20
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = numhelper(1301) < 7
trigger1 = !projhittime(200)
id = 1301
name = "hit"
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, ガードエフェクト]
type = Explod
triggerall = !numexplod(1302)
trigger1 = !projguardedtime(200)
anim = 212
id = 1302
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1300, ターゲット削除]
type = Targetdrop
triggerall = numtarget
trigger1 = !animtime
excludeID = 200
ignorehitpause = 1

[State 1300, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 1300, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 1300, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 1400]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 1400, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
ignorehitpause = 1

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

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

[State 1400, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 1
ignorehitpause = 1

[State 1400, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1400, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 1400, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1400, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1400, ボイス]
type = Playsnd
trigger1 = !animelemtime(5)
value = 1400, 0
channel = 0
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1400, 振り音]
type = Playsnd
trigger1 = !animelemtime(5)
value = 300, 0
ignorehitpause = 1

[State 1400, 発光]
type = Palfx
trigger1 = !animelemtime(5)
time = 10
mul = 255, 255, 255
sinadd = 255, 255, 255, 20
color = 255
ignorehitpause = 1

[State 1400, 雷エフェクト]
type = Explod
trigger1 = animelemtime(1)
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1400, 雷エフェクト]
type = Explod
triggerall = animelemtime(1)
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1400, RE-BITE]
type = Reversaldef
triggerall = !(enemynear,name = "Mirror Cube Square" || enemynear,name = "Triangle Delta System" || enemynear,name = "KohaKriza")
trigger1 = !numtarget(200)
ID = 200
numhits = 0
reversal.attr = SCA, AA, AT, AP
pausetime = 1, 2
sparkno = -1
guard.sparkno = -1
ignorehitpause = 1

[State 1400, 当身成功]
type = Changestate
trigger1 = numtarget(200)
trigger2 = win
value = 1450
persistent = 256
ignorehitpause = 1

[State 1400, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 1400, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 1400, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 1450]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 1450, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 1450, アニメ変更]
type = Changeanim
trigger1 = anim != 1450
value = 1450
ignorehitpause = 1

[State 1450, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State 1450, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 1450, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1450, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 1450, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 1450, ボイス]
type = Playsnd
trigger1 = !animelemtime(1)
value = 1400, 1
channel = 0
lowpriority = 2
volume = 128
ignorehitpause = 1

[State 1450, 振り音]
type = Playsnd
trigger1 = !animelemtime(1)
value = 5200, 0
ignorehitpause = 1

[State 1450, ヒット音]
type = Playsnd
triggerall = !ishelper
trigger1 = !projhittime(200)
value = 400, 5
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1450, ガード音]
type = Playsnd
trigger1 = !projguardedtime(200)
value = 120, 5
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 1450, 発光]
type = Palfx
trigger1 = !animelemtime(11)
time = 16
add = 0, 0, 255
ignorehitpause = 1

[State 1450, 雷エフェクト]
type = Explod
trigger1 = animelemtime(1)
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, 雷エフェクト]
type = Explod
triggerall = animelemtime(1)
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
trigger1 = !animelemtime(7)
projID = 200
projanim = 1411
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projpriority = 9999999999999
projscale = 10, 3
offset = -100, -5
velocity = 20, 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
trigger1 = !animelemtime(7)
projID = 200
projanim = 1410
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projpriority = 9999999999999
projscale = 10, 3
offset = -100, -20
velocity = 20, 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
trigger1 = !animelemtime(7)
projID = 200
projanim = 1411
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projpriority = 9999999999999
projscale = 10, 3
offset = -100, -45
velocity = 20, 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
trigger1 = !animelemtime(7)
projID = 200
projanim = 1410
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projpriority = 9999999999999
projscale = 10, 3
offset = -100, -60
velocity = 20, 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
trigger1 = !animelemtime(7)
projID = 200
projanim = 1411
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projpriority = 9999999999999
projscale = 10, 3
offset = -100, -85
velocity = 20, 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, RE-BITE]
type = Projectile
trigger1 = !animelemtime(7)
projID = 200
projanim = 1410
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projpriority = 9999999999999
projscale = 10, 3
offset = -100, -100
velocity = 20, 0
attr = S, SA
animtype = hard
damage = 10, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = numhelper(1451) < 7
trigger1 = !projhittime(200)
id = 1451
name = "hit"
pos = ceil(p2dist x / 2 -25), -71 - ceil(p2bodydist y)
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, ガードエフェクト]
type = Explod
triggerall = !numexplod(1452)
trigger1 = !projguardedtime(200)
anim = 212
id = 1452
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1450, ターゲット引継用]
type = Reversaldef
trigger1 = 1
numhits = 0
reversal.attr = SCA, AA, AT, AP
pausetime = 0, 2
sparkno = -1
guard.sparkno = -1
ignorehitpause = 1

[State 1450, ダメージ]
type = Targetlifeadd
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !animelemtime(7)
value = - enemy,lifemax / 3
absolute = 1
ignorehitpause = 1

[State 1450, ダメージ自重]
type = Targetlifeadd
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = !animelemtime(7)
value = -50
absolute = 1
ignorehitpause = 1

[State 1450, ターゲット削除]
type = Targetdrop
triggerall = numtarget
trigger1 = !animtime
excludeID = 200
ignorehitpause = 1

[State 1450, ターゲット削除]
type = Targetdrop
triggerall = numtarget
trigger1 = target,ishelper
ignorehitpause = 1

[State 1450, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 1450, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 1450, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 2000]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 2000, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 2000, 保険]
type = Changestate
trigger1 = enemynear,authorname = "Pre-to"
trigger2 = enemynear,authorname = "0-Saft"
trigger3 = enemynear,name = "E youmu"
trigger4 = enemynear,name = "Ultimate Kung Fu Man"
trigger5 = enemynear,name = "celene"
trigger6 = enemynear,name = "Iris"
trigger7 = enemynear,name = "Felix"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

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

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

[State 2000, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 2000, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000, ゲージ消費]
type = Poweradd
trigger1 = !animelemtime(1)
value = -1000
ignorehitpause = 1

[State 2000, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 2000, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 2000, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 2000, ボイス]
type = Playsnd
trigger1 = !animelemtime(6)
value = 3000, 0
channel = 1
lowpriority = 0
ignorehitpause = 1

[State 2000, ボイス]
type = Playsnd
trigger1 = animelemtime(1) = 65
value = 3000, 1 + random % 2
channel = 0
lowpriority = 1
volume = 128
ignorehitpause = 1

[State 2000, 効果音]
type = Playsnd
trigger1 = !animelemtime(1)
value = 6100, 0
ignorehitpause = 1

[State 2000, ポーズ]
type = Pause
trigger1 = !animelemtime(1)
time = 50
movetime = 50
ignorehitpause = 1

[State 2000, カットイン]
type = Explod
trigger1 = !animelemtime(1)
anim = 6155
id = 6155
pos = -200, 0
postype = back
removetime = -2
bindtime = -1
ownpal = 1
sprpriority = -7
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 背景]
type = Explod
trigger1 = !animelemtime(6)
anim = 6161
id = 6160
sprpriority = -7
postype = back
pos = -188, 0
vel = 0, 0
bindtime = -1
removetime = 62
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 背景]
type = Explod
trigger1 = !animelemtime(6)
anim = 6160
id = 6160
sprpriority = -7
postype = back
pos = -128, 0
vel = 0, 0
bindtime = -1
removetime = 32
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 雷エフェクト]
type = Explod
triggerall = !numhelper(2001) 
trigger1 = animelemtime(1)
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 雷エフェクト]
type = Explod
triggerall = !numhelper(2001) 
triggerall = animelemtime(1)
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 発動エフェクト]
type = Explod
triggerall = !numhelper(2001) 
triggerall = !numexplod(722)
trigger1 = animelemtime(1)
postype = p1
pos = 0, -70
anim = 702
ID = 722
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 発動エフェクト]
type = Explod
triggerall = !numhelper(2001) 
triggerall = !numexplod(703)
trigger1 = animelemtime(1)
postype = p1
pos = 0, -70
anim = 703
ID = 703
bindtime = -1
sprpriority = -1
removetime = 7
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 暗転]
type = Assertspecial
trigger1 = 1
flag = nobg
ignorehitpause = 1

[State 2000, 暗転]
type = Bgpalfx
trigger1 = !animelemtime(1)
time = 8
mul = 255, 255, 255
sinadd = -255, -255, -255, 16
color = 255
ignorehitpause = 1

[State 2000, HELL-DRAGON]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(2001) 
trigger1 = !animelemtime(7)
id = 2001
name = "HELL-DRAGON"
pos = 0, -65
postype = p1
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2000, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 2000, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 2000, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 2100]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 2100, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 2100, 保険]
type = Changestate
trigger1 = enemynear,authorname = "Pre-to"
trigger2 = enemynear,name = "Yuyuko Saigyouji"
trigger2 = enemynear,authorname = "ALSIEL"
trigger3 = enemynear,name = "celene"
trigger4 = enemynear,name = "Felix"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 2100, アニメ変更]
type = Changeanim
trigger1 = anim != 2100
value = 2100
ignorehitpause = 1

[State 2100, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = A
movetype = A
physics = N
ignorehitpause = 1

[State 2100, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 2100, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2100, ゲージ消費]
type = Poweradd
trigger1 = !animelemtime(1)
value = -2000
ignorehitpause = 1

[State 2100, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 2100, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 2100, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 2100, 位置調整]
type = Velset
trigger1 = !animelemtime(4)
x = 10
y = -50
ignorehitpause = 1

[State 2100, 位置調整]
type = Velmul
trigger1 = animelemtime(4)
trigger1 = animelemtime(25) < 0
x = 0.9
y = 0.8
ignorehitpause = 1

[State 2100, 位置調整]
type = Velset
trigger1 = !animelemtime(25)
y = 50
ignorehitpause = 1

[State 2100, 位置調整]
type = Velset
triggerall = pos y >= 0
trigger1 = animelemtime(25) > 0
trigger2 = !animtime
x = 0
y = 0
ignorehitpause = 1

[State 2100, 位置調整]
type = Posset
triggerall = pos y >= 0
trigger1 = animelemtime(25) > 0
trigger2 = !animtime
x = 0
y = 0
ignorehitpause = 1

[State 2100, ボイス]
type = Playsnd
trigger1 = !animelemtime(3)
value = 3100, random % 2
channel = 0
volume = 128
ignorehitpause = 1

[State 2100, 効果音]
type = Playsnd
trigger1 = !animelemtime(3)
value = 6100, 0
ignorehitpause = 1

[State 2100, 効果音]
type = Playsnd
triggerall = gametime % 10 = 0
triggerall = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
value = 3100, 2
ignorehitpause = 1

[State 2100, 効果音]
type = Playsnd
trigger1 = !animelemtime(33)
value = 1000, 2
ignorehitpause = 1

[State 2100, ポーズ]
type = Pause
trigger1 = !animelemtime(3)
time = 50
movetime = 50
ignorehitpause = 1

[State 2100, カットイン]
type = Explod
trigger1 = !animelemtime(1)
anim = 6155
id = 6155
pos = -200, 0
postype = back
removetime = -2
bindtime = -1
ownpal = 1
sprpriority = -7
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 背景]
type = Explod
trigger1 = !animelemtime(4)
anim = 6160
id = 6160
sprpriority = -7
postype = back
pos = -188, 0
vel = 0, 0
bindtime = -1
removetime = 130
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 背景]
type = Explod
trigger1 = !animelemtime(4)
anim = 6161
id = 6160
sprpriority = -7
postype = back
pos = -128, 0
vel = 0, 0
bindtime = -1
removetime = 98
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 雷エフェクト]
type = Explod
trigger1 = animelemtime(1)
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 発動エフェクト]
type = Explod
triggerall = !numexplod(722)
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(4) < 0
postype = p1
pos = 0, -70
anim = 702
ID = 722
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 発動エフェクト]
type = Explod
triggerall = !numexplod(703)
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(4) < 0
postype = p1
pos = 0, -70
anim = 703
ID = 703
bindtime = -1
sprpriority = -1
removetime = 7
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, 暗転]
type = Assertspecial
trigger1 = animelemtime(1) > 7
flag = nobg
ignorehitpause = 1

[State 2100, 暗転]
type = Bgpalfx
trigger1 = !animelemtime(1)
time = 8
mul = 255, 255, 255
sinadd = -255, -255, -255, 16
color = 255
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = pos y = 0
triggerall = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 1015
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = S, HA
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = pos y = 0
triggerall = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 1016
projremove = 0
projremovetime = 12
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = S, HP
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = pos y = 0
triggerall = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 2110
projremove = 0
projremovetime = 4
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = S, HT
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = pos y = 0
triggerall = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 2111
projremove = 0
projremovetime = 4
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, HA
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = pos y = 0
triggerall = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 2112
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, HP
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = pos y = 0
trigger1 = animelemtime(25) > 0
projID = 200
projanim = 3012
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, HT
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE]
type = Projectile
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = pos y = 0
trigger1 = animelemtime(25) > 0
projID = 200
projanim = 3013
projremove = 0
projremovetime = 30
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, AA, AT, AP
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE自重]
type = Projectile
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = pos y = 0
triggerall = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 1015
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = S, HA
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 1
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE自重]
type = Projectile
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = pos y = 0
triggerall = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 1016
projremove = 0
projremovetime = 12
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = S, HP
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 1
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE自重]
type = Projectile
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = pos y = 0
triggerall = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 2110
projremove = 0
projremovetime = 4
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = S, HT
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 1
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE自重]
type = Projectile
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = pos y = 0
triggerall = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 2111
projremove = 0
projremovetime = 4
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, HA
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 1
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE自重]
type = Projectile
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = pos y = 0
triggerall = animelemtime(25) > 0
trigger1 = animelemtime(33) < 0
projID = 200
projanim = 2112
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, HP
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 1
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE自重]
type = Projectile
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = pos y = 0
trigger1 = animelemtime(25) > 0
projID = 200
projanim = 3012
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, HT
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 1
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, PHANTOM-DIVE自重]
type = Projectile
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = pos y = 0
trigger1 = animelemtime(25) > 0
projID = 200
projanim = 3013
projremove = 0
projremovetime = 30
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
attr = SCA, AA, AT, AP
animtype = hard
damage = 1
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
getpower = 0, 0
yaccel = 99
fall = 1
fall.recover = 0
fall.damage = 1
p2getp1state = 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2100, AI用stateno初期化]
type = Varset
trigger1 = !animtime
sysvar(3) = 0
ignorehitpause = 1

[State 2100, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 2100, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 2100, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 2100, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 2200]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 2200, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 2200, 保険]
type = Changestate
trigger1 = enemynear,authorname = "Pre-to"
trigger2 = enemynear,name = "Remilia Scarlet"
trigger3 = enemynear,name = "ore_no_ane"
trigger4 = enemynear,name = "celene"
trigger5 = enemynear,name = "Felix"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 2200, アニメ変更]
type = Changeanim
trigger1 = anim != 2200
value = 2200
ignorehitpause = 1

[State 2200, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = S
ignorehitpause = 1

[State 2200, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 2200, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2200, ゲージ消費]
type = Poweradd
trigger1 = !animelemtime(1)
value = -1000
ignorehitpause = 1

[State 2200, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 2200, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 2200, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 2200, 効果音]
type = Playsnd
trigger1 = !animelemtime(1)
value = 6100, 0
ignorehitpause = 1

[State 2200, 効果音]
type = Playsnd
triggerall = gametime % 20 = 0
trigger1 = animelemtime(12) > 0
value = 3100, 2
ignorehitpause = 1

[State 2200, ボイス]
type = Playsnd
trigger1 = !animelemtime(1)
value = 2200, random % 2
channel = 0
lowpriority = 0
volume = 128
ignorehitpause = 1

[State 2200, ポーズ]
type = Pause
trigger1 = !animelemtime(1)
time = 50
movetime = 50
ignorehitpause = 1

[State 2200, カットイン]
type = Explod
trigger1 = !animelemtime(1)
anim = 6155
id = 6155
pos = -200, 0
postype = back
removetime = -2
bindtime = -1
ownpal = 1
sprpriority = -7
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 背景]
type = Explod
trigger1 = !animelemtime(11)
anim = 6161
id = 6160
sprpriority = -7
postype = back
pos = -188, 0
vel = 0, 0
bindtime = -1
removetime = 107
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 背景]
type = Explod
trigger1 = !animelemtime(11)
anim = 6160
id = 6160
sprpriority = -7
postype = back
pos = -128, 0
vel = 0, 0
bindtime = -1
removetime = 77
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 雷エフェクト]
type = Explod
trigger1 = animelemtime(11) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 雷エフェクト]
type = Explod
triggerall = animelemtime(11) > 0
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 発動エフェクト]
type = Explod
triggerall = !numexplod(722)
trigger1 = animelemtime(1) > 0
trigger1 = animelemtime(12) < 0
postype = p1
pos = -10, -60
anim = 702
ID = 722
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 発動エフェクト]
type = Explod
triggerall = !numexplod(703)
trigger1 = animelemtime(1) > 0
trigger1 = animelemtime(12) < 0
postype = p1
pos = -10, -60
anim = 703
ID = 703
bindtime = -1
sprpriority = -1
removetime = 7
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 暗転]
type = Assertspecial
trigger1 = 1
flag = nobg
ignorehitpause = 1

[State 2200, 暗転]
type = Bgpalfx
trigger1 = !animelemtime(1)
time = 11
mul = 255, 255, 255
sinadd = -255, -255, -255, 16
color = 255
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 200
projanim = 1207
projremove = 0
projremovetime = 52
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 50, -75
velocity = 0, 0
attr = S, HP
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 200
projanim = 2201
projremove = 0
projremovetime = 52
priority = 7, hit
projpriority = 9999999999999
projscale = 2, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 30, -70
velocity = 0, 0
attr = C, HP
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 200
projanim = 2202
projremove = 0
projremovetime = 9
priority = 7, hit
projpriority = 9999999999999
projscale = 5, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 40, -72
velocity = 0, 0
attr = A, HP
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 200
projanim = 2203
projremove = 0
projremovetime = 7
priority = 7, hit
projpriority = 9999999999999
projscale = 2, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 20, -70
velocity = 0, 0
attr = S, HA
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 200
projanim = 2204
projremove = 0
projremovetime = 52
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 90, -70
velocity = 0, 0
attr = C, HA
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = animelemtime(12) > 0
trigger1 = animelemtime(1) % 10 = 0
projID = 200
projanim = 2205
projremove = 0
projremovetime = 24
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 50 + random % 100, -40 - random % 90
velocity = 0, 0
attr = A, HA
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = animelemtime(1) % 3 = 0
trigger1 = animelemtime(12) > 0
projID = 200
projanim = 2205
projremove = 0
projremovetime = 12
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 173 + random % 260, - random % 170
velocity = 0, 0
attr = SCA, AP
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = animelemtime(12) > 0
trigger1 = animelemtime(1) % 10 = 0
projID = 200
projanim = 2206
projremove = 0
projremovetime = 24
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 50 + random % 100, -40 - random % 90
velocity = 0, 0
attr = SCA, AA
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
triggerall = animelemtime(1) % 3 = 0
trigger1 = animelemtime(12) > 0
projID = 200
projanim = 2206
projremove = 0
projremovetime = 12
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 173 + random % 260, - random % 170
velocity = 0, 0
attr = SCA, AT
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
trigger1 = animelemtime(12) > 0
projID = 200
projanim = 3012
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 173 + random % 260, - random % 170
velocity = 0, 0
attr = A, HT
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
trigger1 = animelemtime(12) > 0
projID = 200
projanim = 3013
projremove = 0
projremovetime = 30
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 173 + random % 260, - random % 170
velocity = 0, 0
attr = S, HT
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 200
projanim = 3014
projremove = 0
projremovetime = 52
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 0, -75
velocity = 0, 0
attr = C, HT
animtype = hard
damage = 1
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2200, 超即死投げ]
type = Targetstate
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = numtarget
triggerall = !target,ishelper
trigger1 = animelemtime(12) > 0
value = 14000
ignorehitpause = 1

[State 2200, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 300
ignorehitpause = 1

[State 2200, AI用stateno初期化]
type = Varset
trigger1 = !animtime
sysvar(3) = 0
ignorehitpause = 1

[State 2200, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 2200, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 2200, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 2300]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 2300, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 2300, 保険]
type = Changestate
trigger1 = teammode = simul
trigger2 = palno = [1, 6]
value = ifelse((palno = [1, 6]), 5100, ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440))
persistent = 256
ignorehitpause = 1

[State 2300, アニメ変更]
type = Changeanim
trigger1 = anim != 2300
value = 2300
ignorehitpause = 1

[State 2300, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = C
movetype = A
physics = S
ignorehitpause = 1

[State 2300, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 2300, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2300, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 2300, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 2300, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 2300, 効果音]
type = Playsnd
trigger1 = !animelemtime(1)
value = 6100, 0
channel = 1
lowpriority = 0
ignorehitpause = 1

[State 2300, 効果音]
type = Playsnd
trigger1 = !animelemtime(1)
value = 6200, 0
channel = 2
lowpriority = 0
ignorehitpause = 1

[State 2300, 効果音]
type = Playsnd
triggerall = gametime % 20 = 0
trigger1 = animelemtime(12) > 0
value = 3100, 2
channel = 3
lowpriority = 0
ignorehitpause = 1

[State 2300, ボイス]
type = Playsnd
trigger1 = !animelemtime(1)
value = 3499, 0
channel = 0
lowpriority = 0
volume = 128
ignorehitpause = 1

[State 2300, 背景]
type = Explod
trigger1 = !animelemtime(11)
anim = 6153
id = 6153
sprpriority = -7
postype = back
pos = -188, 0
vel = 0, 0
bindtime = -1
removetime = 130
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, 背景]
type = Explod
trigger1 = !animelemtime(11)
anim = 6154
id = 6153
sprpriority = -7
postype = back
pos = -128, 0
vel = 0, 0
bindtime = -1
removetime = 98
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, 雷エフェクト]
type = Explod
trigger1 = animelemtime(11) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, 雷エフェクト]
type = Explod
triggerall = animelemtime(11) > 0
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, 発動エフェクト]
type = Explod
triggerall = !numexplod(722)
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(12) < 0
postype = p1
pos = -10, -60
anim = 702
ID = 722
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, 発動エフェクト]
type = Explod
triggerall = !numexplod(703)
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(12) < 0
postype = p1
pos = -10, -60
anim = 703
ID = 703
bindtime = -1
sprpriority = -1
removetime = 7
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, 暗転]
type = Assertspecial
trigger1 = 1
flag = nobg
ignorehitpause = 1

[State 2300, 暗転]
type = Bgpalfx
trigger1 = !animelemtime(1)
time = 11
mul = 255, 255, 255
sinadd = -255, -255, -255, 16
color = 255
ignorehitpause = 1

[State 2300, 伊達家紋呼び出し]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = !numhelper(2302) 
trigger1 = !animelemtime(1)
id = 2302
name = "DATE"
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, HELL-DRAGON]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
trigger1 = !numhelper(2001)
id = 2001
name = "HELL-DRAGON"
pos = 0, -65
postype = p1
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
trigger1 = animelemtime(12) > 0
projID = 1015
projanim = 1015
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
trigger1 = animelemtime(12) > 0
projID = 1016
projanim = 1016
projremove = 0
projremovetime = 12
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
trigger1 = animelemtime(12) > 0
projID = 2110
projanim = 2110
projremove = 0
projremovetime = 4
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
trigger1 = animelemtime(12) > 0
projID = 2111
projanim = 2111
projremove = 0
projremovetime = 4
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
trigger1 = animelemtime(12) > 0
projID = 2112
projanim = 2112
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
trigger1 = animelemtime(12) > 0
projID = 3012
projanim = 3012
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
trigger1 = animelemtime(12) > 0
projID = 3013
projanim = 3013
projremove = 0
projremovetime = 30
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 1207
projanim = 1207
projremove = 0
projremovetime = 112
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 50, -75
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 2201
projanim = 2201
projremove = 0
projremovetime = 112
priority = 7, hit
projpriority = 9999999999999
projscale = 2, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 30, -90
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 2202
projanim = 2202
projremove = 0
projremovetime = 9
priority = 7, hit
projpriority = 9999999999999
projscale = 5, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 40, -72
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 2203
projanim = 2203
projremove = 0
projremovetime = 7
priority = 7, hit
projpriority = 9999999999999
projscale = 2, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 20, -70
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 2204
projanim = 2204
projremove = 0
projremovetime = 112
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 90, -80
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, NARUKAMI]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
trigger1 = animelemtime(12) > 0
projID = 2205
projanim = 2205
projremove = 0
projremovetime = 24
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 100, -40 - random % 90
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, NARUKAMI]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
trigger1 = animelemtime(12) > 0
projID = 2206
projanim = 2206
projremove = 0
projremovetime = 24
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 100, -40 - random % 90
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, NARUKAMI]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
trigger1 = animelemtime(12) > 0
projID = 3012
projanim = 3012
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 260, - random % 170
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, NARUKAMI]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
trigger1 = animelemtime(12) > 0
projID = 3013
projanim = 3013
projremove = 0
projremovetime = 30
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 260, - random % 170
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, NARUKAMI]
type = Projectile
trigger1 = !animelemtime(12)
projID = 3014
projanim = 3014
projremove = 0
projremovetime = 112
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 0, -75
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, HELL-END-DRAGON]
type = Projectile
trigger1 = !animelemtime(12)
projID = 2301
projanim = 2301
projremove = 0
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
projscale = 3, 2
offset = -300, -80
velocity = 10, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, HELL-END-DRAGON]
type = Projectile
trigger1 = !animelemtime(12)
projID = 2311
projanim = 2301
projremove = 0
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
projscale = 3, 2
offset = -300, -110
velocity = 10, 1
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, HELL-END-DRAGON]
type = Projectile
trigger1 = !animelemtime(12)
projID = 2321
projanim = 2301
projremove = 0
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
projscale = 3, 2
offset = -300, -60
velocity = 10, -1
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, HELL-END-DRAGON]
type = Projectile
trigger1 = animelemtime(12) > 0
projID = 3511
projanim = 3511
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 260, - random % 170
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, HELL-END-DRAGON]
type = Projectile
trigger1 = animelemtime(12) > 0
projID = 3512
projanim = 3512
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 260, - random % 170
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, ライフ減らし]
type = Varadd
trigger1 = animelemtime(12) < 0
sysvar(1) = 10
ignorehitpause = 1

[State 2300, ライフ減らし]
type = Varset
trigger1 = animelemtime(12) > 0
sysvar(1) = 1000
ignorehitpause = 1

[State 2300, 蘇生用]
type = Hitdef
trigger1 = 1
attr = , AA, AT, AP
hitflag = MAFD
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = s-1
pausetime = 2, 0
affectteam = f
ignorehitpause = 1

[State 2300, 蘇生ステートへ]
type = Changestate
trigger1 = hitpausetime
value = 4040404
persistent = 256
ignorehitpause = 1

[State 2300, 準ステ固定]
type = Changestate
trigger1 = 1
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 2350]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 2350, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 2350, 保険]
type = Changestate
trigger1 = teammode = simul
trigger2 = palno = [1, 6]
value = ifelse((palno = [1, 6]), 5100, ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440))
persistent = 256
ignorehitpause = 1

[State 2350, アニメ変更]
type = Changeanim
trigger1 = anim != 2350
value = 2350
ignorehitpause = 1

[State 2350, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 1
ignorehitpause = 1

[State 2350, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2350, ボイス]
type = Playsnd
trigger1 = !animelemtime(2)
value = 3499, 1
channel = 0
lowpriority = 0
volume = 128
ignorehitpause = 1

[State 2350, ボイス]
type = Playsnd
trigger1 = !animelemtime(38)
value = 3500, 0
channel = 0
lowpriority = 0
volume = 128
ignorehitpause = 1

[State 2350, 効果音]
type = Playsnd
trigger1 = !animelemtime(2)
value = 3500, 1
channel = 1
lowpriority = 0
ignorehitpause = 1

[State 2350, ｵｰﾓｰｲｰｶﾞｰ]
type = Playsnd
trigger1 = !animelemtime(2)
value = 6200, 99
channel = 2
lowpriority = 0
volume = - 128
loop = 1
ignorehitpause = 1

[State 2350, BASARAKO]
type = Playsnd
trigger1 = !animelemtime(4)
value = 6250, 1
channel = 3
ignorehitpause = 1

[State 2350, BASARAKO]
type = Playsnd
trigger1 = !animelemtime(4)
value = 6250, 2
ignorehitpause = 1

[State 2350, 背景]
type = Explod
triggerall = !numexplod(6259)
trigger1 = !animelemtime(1)
anim = 6259
id = 6259
postype = left
pos = 150, 120
bindtime = -1
removetime = -2
supermove = 0
ownpal = 1
scale = 0.5, 0.5
ontop = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(12093)
triggerall = gametime % 60 = 0
trigger1 = animelemtime(38) > 0
postype = p1
pos = 30 - random % 20, - 110 - random % 80
anim = 2093
ID = 12093
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(11007)
triggerall = gametime % 60 = 10
trigger1 = animelemtime(38) > 0
postype = p1
pos = 30 - random % 40, - 100 - random % 100
anim = 1007 + random % 3
ID = 11007
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(11015)
triggerall = gametime % 60 = 20
trigger1 = animelemtime(38) > 0
postype = p1
pos = 30 - random % 20, - 110 - random % 80
anim = 1015
ID = 11015
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(11206)
trigger1 = gametime % 60 = 30
postype = p1
pos = 40 - random % 40, - 100 - random % 100
anim = 1206
ID = 11206
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(12093)
triggerall = gametime % 60 = 40
trigger1 = animelemtime(38) > 0
postype = p1
pos = 30 - random % 20, - 100 - random % 80
anim = 2093
ID = 12093
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(13012)
triggerall = gametime % 60 = 50
trigger1 = animelemtime(38) > 0
postype = p1
pos = 40 - random % 40, - 90 - random % 100
anim = 3012
ID = 13012
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(13013)
triggerall = gametime % 60 = 59
trigger1 = animelemtime(38) > 0
postype = p1
pos = 40 - random % 40, - 90 - random % 100
anim = 3013
ID = 13013
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.5, 0.5
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(22093)
triggerall = gametime % 60 = 0
trigger1 = animelemtime(38) > 0
postype = p1
pos = - 30 - random % 20, 10 - random % 80
anim = 2093
ID = 22093
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(21007)
triggerall = gametime % 60 = 10
trigger1 = animelemtime(38) > 0
postype = p1
pos = - 30 - random % 40, 20 - random % 100
anim = 1007 + random % 3
ID = 21007
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(21015)
triggerall = gametime % 60 = 20
trigger1 = animelemtime(38) > 0
postype = p1
pos = - 30 - random % 20, 10 - random % 80
anim = 1015
ID = 21015
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(21206)
trigger1 = gametime % 60 = 30
postype = p1
pos = - 40 - random % 40, 20 - random % 100
anim = 1206
ID = 21206
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(22093)
triggerall = gametime % 60 = 40
trigger1 = animelemtime(18) > 0
postype = p1
pos = - 30 - random % 20, 20 - random % 80
anim = 2093
ID = 22093
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(23012)
triggerall = gametime % 60 = 50
trigger1 = animelemtime(38) > 0
postype = p1
pos = - 40 - random % 40, 30 - random % 100
anim = 3012
ID = 23012
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.3, 0.3
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(23013)
triggerall = gametime % 60 = 59
trigger1 = animelemtime(38) > 0
postype = p1
pos = - 40 - random % 40, 30 - random % 100
anim = 3013
ID = 23013
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
scale = 0.5, 0.5
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(1016)
trigger1 = animelemtime(38) > 0
postype = p1
pos = - 40 + random % 80 , 0
anim = 1016
ID = 1016
facing = ifelse(random % 2 = 0, 1, -1)
scale = 0.5, 0.5
ontop = 1
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(1702)
triggerall = gametime % 60 = 0
trigger1 = animelemtime(38) > 0
postype = p1
pos = 0, -70
anim = 702
ID = 1702
bindtime = -1
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
sprpriority = 0
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 雷エフェクト]
type = Explod
triggerall = !numexplod(2352)
triggerall = gametime % 60 = 30
trigger1 = animelemtime(38) > 0
postype = p1
pos = 10, 5
anim = 2352
ID = 2352
bindtime = -1
facing = ifelse(random % 2 = 0, 1, -1)
sprpriority = 7
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 1015
projanim = 1015
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 1016
projanim = 1016
projremove = 0
projremovetime = 12
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 2110
projanim = 2110
projremove = 0
projremovetime = 4
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 2111
projanim = 2111
projremove = 0
projremovetime = 4
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 2112
projanim = 2112
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 3012
projanim = 3012
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, PHANTOM-DIVE]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 3013
projanim = 3013
projremove = 0
projremovetime = 30
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 641 - 160, 0
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, NARUKAMI]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 2205
projanim = 2205
projremove = 0
projremovetime = 24
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 100, -40 - random % 90
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, NARUKAMI]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 2206
projanim = 2206
projremove = 0
projremovetime = 24
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 100, -40 - random % 90
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, NARUKAMI]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 3012
projanim = 3012
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 260, - random % 170
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, NARUKAMI]
type = Projectile
triggerall = animelemtime(1) % 10 = 0
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 3013
projanim = 3013
projremove = 0
projremovetime = 30
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 260, - random % 170
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, HELL-END-DRAGON]
type = Projectile
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 3511
projanim = 3511
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 260, - random % 170
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2300, HELL-END-DRAGON]
type = Projectile
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(31) < 0
projID = 3512
projanim = 3512
projremove = 0
projremovetime = 8
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = random % 260, - random % 170
velocity = 0, 0
hitflag = 
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2350, 自殺]
type = Varset
trigger1 = 1
sysvar(1) = lifemax - 1
ignorehitpause = 1

[State 2350, 背景暗転]
type = Assertspecial
trigger1 = animelemtime(39) < 0
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 2350, 演出延長]
type = Assertspecial
trigger1 = animelemtime(39) < 1100
flag = roundnotover
ignorehitpause = 1

[State 2350, 準ステート固定]
type = Changestate
trigger1 = 1
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 2400]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 2400, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 2400, 保険]
type = Changestate
trigger1 = enemynear,name = "celene"
trigger2 = enemynear,name = "Felix"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 2400, アニメ変更]
type = Changeanim
trigger1 = anim != 2400
value = 2400
ignorehitpause = 1

[State 2400, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State 2400, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 2400, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2400, ゲージ消費]
type = Poweradd
trigger1 = !animelemtime(2)
value = -1000
ignorehitpause = 1

[State 2400, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 2400, 振り向き]
type = Turn
triggerall = !animelemtime(11) || !animelemtime(25) || !animelemtime(33)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 2400, 位置調整]
type = Velset
trigger1 = !animelemtime(2)
x = 0
y = 0
ignorehitpause = 1

[State 2400, 位置調整]
type = Velset
trigger1 = animelemtime(11) > 0
trigger1 = animelemtime(34) < 0
x = 20
ignorehitpause = 1

[State 2400, 位置調整]
type = Velmul
trigger1 = animelemtime(33) > 0
x = 0.5
ignorehitpause = 1

[State 2400, ボイス]
type = Playsnd
trigger1 = !animelemtime(11)
value = 1200, random % 2
channel = 0
volume = 128
ignorehitpause = 1

[State 2400, ボイス]
type = Playsnd
trigger1 = !animelemtime(25)
value = 290, 0
channel = 0
volume = 128
ignorehitpause = 1

[State 2400, ボイス]
type = Playsnd
trigger1 = !animelemtime(33)
value = 290, 1
channel = 0
volume = 128
ignorehitpause = 1

[State 2400, 振り音]
type = Playsnd
trigger1 = !animelemtime(11)
trigger2 = !animelemtime(25)
value = 1200, 2
ignorehitpause = 1

[State 2400, 振り音]
type = Playsnd
trigger1 = !animelemtime(33)
value = 1200, 3
ignorehitpause = 1

[State 2400, ヒット音]
type = Playsnd
trigger1 = !projhittime(200)
value = 400, 9
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 2400, ガード音]
type = Playsnd
trigger1 = !projguardedtime(200)
value = 120, 2
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 2400, 効果音]
type = Playsnd
trigger1 = !animelemtime(2)
value = 6100, 0
ignorehitpause = 1

[State 2400, 効果音]
type = Playsnd
trigger1 = !animelemtime(41)
trigger2 = !animelemtime(42)
value = 1000, 2
ignorehitpause = 1

[State 2400, ポーズ]
type = Pause
triggerall = !ishelper
trigger1 = !animelemtime(2)
time = 50
movetime = 50
ignorehitpause = 1

[State 2400, カットイン]
type = Explod
trigger1 = !animelemtime(1)
anim = 6155
id = 6155
pos = -200, 0
postype = back
removetime = -2
bindtime = -1
ownpal = 1
sprpriority = -7
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, 背景]
type = Explod
trigger1 = !animelemtime(3)
anim = 6153
id = 6153
sprpriority = -7
postype = back
pos = -188, 0
vel = 0, 0
bindtime = -1
removetime = 73
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, 背景]
type = Explod
trigger1 = !animelemtime(3)
anim = 6154
id = 6153
sprpriority = -7
postype = back
pos = -128, 0
vel = 0, 0
bindtime = -1
removetime = 123
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, 雷エフェクト]
type = Explod
trigger1 = animelemtime(1)
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, 雷エフェクト]
type = Explod
triggerall = animelemtime(1)
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 1200, 雷エフェクト]
type = Explod
trigger1 = animelemtime(3) > 0
anim = 1206
ID = 1206
postype = p1
pos = -50 + random % 200, -50 - random % 100
bindtime = 1
sprpriority = 7
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, 発動エフェクト]
type = Explod
triggerall = !numexplod(722)
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(4) < 0
postype = p1
pos = 0, -70
anim = 702
ID = 722
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, 発動エフェクト]
type = Explod
triggerall = !numexplod(703)
triggerall = animelemtime(1) > 0
trigger1 = animelemtime(4) < 0
postype = p1
pos = 0, -70
anim = 703
ID = 703
bindtime = -1
sprpriority = -1
removetime = 7
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, 暗転]
type = Assertspecial
trigger1 = 1
flag = nobg
ignorehitpause = 1

[State 2400, 暗転]
type = Bgpalfx
trigger1 = 1
time = 8
mul = 255, 255, 255
sinadd = -255, -255, -255, 16
color = 255
ignorehitpause = 1

[State 2400, ダッシュエフェクト]
type = Explod
triggerall = animelemtime(5)
trigger1 = gametime % 7 = 6
anim = 6010
id = 6010
postype = p1
pos = 0,6
sprpriority = 7
bindtime = 1
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, 雷エフェクト]
type = Explod
triggerall = !numexplod(1207)
trigger1 = !animelemtime(11)
trigger2 = !animelemtime(25)
anim = 1207
ID = 1207
postype = p1
pos = 25, -90
bindtime = 1
sprpriority = 7
ownpal  = 1
scale = 0.75, 0.75
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(11)
trigger2 = !animelemtime(25)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = -100, -70
attr = S, SA
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(11)
trigger2 = !animelemtime(25)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = -80, -110
attr = S, ST
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(11)
trigger2 = !animelemtime(25)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = -60, -30
attr = S, SP
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(11)
trigger2 = !animelemtime(25)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = -40, -70
attr = C, SA
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(12)
trigger2 = !animelemtime(26)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = -20, -110
attr = C, ST
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(12)
trigger2 = !animelemtime(26)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 0, -30
attr = C, SP
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(12)
trigger2 = !animelemtime(26)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 20, -70
attr = A, SA
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(12)
trigger2 = !animelemtime(26)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 40, -110
attr = A, ST
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(13)
trigger2 = !animelemtime(27)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 60, -30
attr = A, SP
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(13)
trigger2 = !animelemtime(27)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 80, -70
attr = S, NA
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(13)
trigger2 = !animelemtime(27)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 100, -110
attr = S, NT
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(13)
trigger2 = !animelemtime(27)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 120, -30
attr = S, NP
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(14)
trigger2 = !animelemtime(28)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 140, -70
attr = C, NA
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(14)
trigger2 = !animelemtime(28)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 160, -110
attr = C, NT
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(14)
trigger2 = !animelemtime(28)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 180, -30
attr = C, NP
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(14)
trigger2 = !animelemtime(28)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 2, 2
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 200, -70
attr = A, NA
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(32)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 0, 0
attr = A, NT
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(32)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 20, -20
attr = A, NP
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(32)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 40, -40
attr = S, AA
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(32)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 60, -60
attr = S, AT
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(33)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 80, -80
attr = S, AP
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(33)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 100, -100
attr = C, AA
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(33)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 120, -120
attr = C, AT
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(33)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 140, -140
attr = C, AP
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(34)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 160, -160
attr = A, AA
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(34)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 180, -180
attr = A, AT
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(34)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 200, -200
attr = A, AP
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(34)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 240, -240
attr = SCA, AA
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(35)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 260, -260
attr = SCA, AT
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(35)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 280, -280
attr = SCA, AP
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, MAGNUM_STRIKE]
type = Projectile
trigger1 = !animelemtime(35)
projID = 200
projanim = 1205
projremove = 0
projremovetime = 4
projscale = 3, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 300, -300
attr = , AA, AT, AP
animtype  = light
damage = 50, 5
hitflag = MAFD
guardflag = MA
pausetime = 0, 7
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.5
guard.velocity = -0.2
air.velocity = ifelse(p2statetype = L,-9, -3.1),ifelse(p2statetype = L, -.5, -5.2)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -4.5)
fall.recover = 0
fall.recovertime = 21
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, ヒットエフェクト]
type = Explod
triggerall = !numexplod(2401)
trigger1 = !projguardedtime(200)
anim = 1206
ID = 2401
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.8, 0.8
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, ガードエフェクト]
type = Explod
triggerall = !numexplod(2402)
trigger1 = !projguardedtime(200)
anim = 212
id = 2402
postype = p2
pos = ceil(p2dist x / 2 -25), -70 - ceil(p2bodydist y)
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2400, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 2400, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 2400, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 2400, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 2500]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 2500, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 2500, 保険]
type = Changestate
trigger1 = enemynear,authorname = "Pre-to"
trigger2 = enemynear,name = "celene"
trigger3 = enemynear,name = "Felix"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 2500, アニメ変更]
type = Changeanim
trigger1 = anim != 2500
value = 2500
ignorehitpause = 1

[State 2500, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State 2500, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 2500, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2500, ゲージ消費]
type = Poweradd
trigger1 = !animelemtime(3)
value = -1000
ignorehitpause = 1

[State 2500, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 2500, 振り向き]
type = Turn
triggerall = !animelemtime(5) || !animelemtime(21) || !animelemtime(39) || !animelemtime(49) || !animelemtime(64) || !animelemtime(71) || !animelemtime(78) || !animelemtime(85) || !animelemtime(92) || !animelemtime(99)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 2500, 位置調整]
type = Velset
triggerall = !ishelper
trigger1 = !animelemtime(3)
x = 0
y = 0
ignorehitpause = 1

[State 2500, 位置調整]
type = Velset
trigger1 = !animelemtime(5)
trigger2 = !animelemtime(21)
trigger3 = !animelemtime(39)
trigger4 = !animelemtime(49)
trigger5 = !animelemtime(64)
trigger6 = !animelemtime(71)
trigger7 = !animelemtime(78)
trigger8 = !animelemtime(85)
trigger9 = !animelemtime(92)
trigger10 = !animelemtime(99)
x = 1
ignorehitpause = 1

[State 2500, 位置調整]
type = Velset
trigger1 = !animelemtime(118)
x = 20
ignorehitpause = 1

[State 2500, 位置調整]
type = Velmul
trigger1 = animelemtime(118)
x = 0.8
ignorehitpause = 1

[State 2500, ボイス]
type = Playsnd
trigger1 = !animelemtime(3)
value = 2500, random % 2
channel = 0
volume = 128
ignorehitpause = 1

[State 2500, 振り音]
type = Playsnd
trigger1 = !animelemtime(5)
trigger2 = !animelemtime(21)
trigger3 = !animelemtime(39)
trigger4 = !animelemtime(49)
trigger5 = !animelemtime(64)
trigger6 = !animelemtime(71)
trigger7 = !animelemtime(78)
trigger8 = !animelemtime(85)
trigger9 = !animelemtime(92)
trigger10 = !animelemtime(99)
value = 1300, 2
channel = 1
ignorehitpause = 1

[State 2500, 振り音]
type = Playsnd
trigger1 = !animelemtime(118)
value = 200, 8
channel = 1
ignorehitpause = 1

[State 2500, ヒット音]
type = Playsnd
trigger1 = !projhittime(200)
value = 400, 5
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 2500, ガード音]
type = Playsnd
trigger1 = !projguardedtime(200)
value = 120, 4
channel = 1
lowpriority = 1
ignorehitpause = 1

[State 2500, 効果音]
type = Playsnd
trigger1 = !animelemtime(3)
value = 6100, 0
ignorehitpause = 1

[State 2500, 効果音]
type = Playsnd
trigger1 = !animelemtime(41)
trigger1 = !animelemtime(42)
value = 1000, 2
ignorehitpause = 1

[State 2500, ポーズ]
type = Pause
trigger1 = !animelemtime(3)
time = 50
movetime = 50
ignorehitpause = 1

[State 2500, カットイン]
type = Explod
trigger1 = !animelemtime(1)
anim = 6155
id = 6155
pos = -200, 0
postype = back
removetime = -2
bindtime = -1
ownpal = 1
sprpriority = -7
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, 背景]
type = Explod
trigger1 = !animelemtime(4)
anim = 6153
id = 6153
sprpriority = -7
postype = back
pos = -188, 0
vel = 0, 0
bindtime = -1
removetime = 122
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, 背景]
type = Explod
trigger1 = !animelemtime(4)
anim = 6154
id = 6153
sprpriority = -7
postype = back
pos = -128, 0
vel = 0, 0
bindtime = -1
removetime = 152
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, 雷エフェクト]
type = Explod
trigger1 = animelemtime(1)
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, 雷エフェクト]
type = Explod
triggerall = animelemtime(1)
trigger1 = animelemtime(1) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, 発動エフェクト]
type = Explod
triggerall = !numexplod(722)
trigger1 = animelemtime(4) < 0
postype = p1
pos = 0, -70
anim = 702
ID = 722
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, 発動エフェクト]
type = Explod
triggerall = !numexplod(703)
trigger1 = animelemtime(4) < 0
postype = p1
pos = 0, -70
anim = 703
ID = 703
bindtime = -1
sprpriority = -1
removetime = 7
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, 暗転]
type = Assertspecial
trigger1 = 1
flag = nobg
ignorehitpause = 1

[State 2500, 暗転]
type = Bgpalfx
trigger1 = 1
time = 8
mul = 255, 255, 255
sinadd = -255, -255, -255, 16
color = 255
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(5)
trigger2 = !animelemtime(21)
trigger3 = !animelemtime(39)
trigger4 = !animelemtime(49)
trigger5 = !animelemtime(64)
trigger6 = !animelemtime(71)
trigger7 = !animelemtime(78)
trigger8 = !animelemtime(85)
trigger9 = !animelemtime(92)
trigger10 = !animelemtime(99)
projID = 200
projanim = 1105
projremove = 0
projremovetime = 16
projscale = 0.5, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 20 + random % 30, -80 + random % 20
velocity = 5 + random % 5, 5 + random % 5
attr = S, NA, NT, NP
animtype = medium
damage = 1 + random % 9
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, -0.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9, -3), ifelse(p2statetype = L, -.5, -3)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -3)
fall.recover = 0
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(5)
trigger2 = !animelemtime(21)
trigger3 = !animelemtime(39)
trigger4 = !animelemtime(49)
trigger5 = !animelemtime(64)
trigger6 = !animelemtime(71)
trigger7 = !animelemtime(78)
trigger8 = !animelemtime(85)
trigger9 = !animelemtime(92)
trigger10 = !animelemtime(99)
projID = 200
projanim = 1105
projremove = 0
projremovetime = 16
projscale = 0.5, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 40 + random % 30, -80 + random % 20
velocity = 5 + random % 5, 5 + random % 5
attr = S, SA, ST, SP
animtype = medium
damage = 1 + random % 9
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, -0.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9, -3), ifelse(p2statetype = L, -.5, -3)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -3)
fall.recover = 0
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(5)
trigger2 = !animelemtime(21)
trigger3 = !animelemtime(39)
trigger4 = !animelemtime(49)
trigger5 = !animelemtime(64)
trigger6 = !animelemtime(71)
trigger7 = !animelemtime(78)
trigger8 = !animelemtime(85)
trigger9 = !animelemtime(92)
trigger10 = !animelemtime(99)
projID = 200
projanim = 1105
projremove = 0
projremovetime = 16
projscale = 0.5, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 60 + random % 30, -80 + random % 20
velocity = 5 + random % 5, 5 + random % 5
attr = S, HA, HT, HP
animtype = medium
damage = 1 + random % 9
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, 0.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9, -3), ifelse(p2statetype = L, -.5, -3)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -3)
fall.recover = 0
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(5)
trigger2 = !animelemtime(21)
trigger3 = !animelemtime(39)
trigger4 = !animelemtime(49)
trigger5 = !animelemtime(64)
trigger6 = !animelemtime(71)
trigger7 = !animelemtime(78)
trigger8 = !animelemtime(85)
trigger9 = !animelemtime(92)
trigger10 = !animelemtime(99)
projID = 200
projanim = 1106
projremove = 0
projremovetime = 16
projscale = 0.5, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset =  10 + random % 30, -80 - random % 20
velocity = 5 + random % 5, -5 - random % 5
attr = C, NA, NT, NP
animtype = medium
damage = 1 + random % 9
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, -0.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9, -3), ifelse(p2statetype = L, -.5, -3)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -3)
fall.recover = 0
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(5)
trigger2 = !animelemtime(21)
trigger3 = !animelemtime(39)
trigger4 = !animelemtime(49)
trigger5 = !animelemtime(64)
trigger6 = !animelemtime(71)
trigger7 = !animelemtime(78)
trigger8 = !animelemtime(85)
trigger9 = !animelemtime(92)
trigger10 = !animelemtime(99)
projID = 200
projanim = 1106
projremove = 0
projremovetime = 16
projscale = 0.5, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 30 + random % 30, -80 - random % 20
velocity = 5 + random % 5, -5 - random % 5
attr = C, SA, ST, SP
animtype = medium
damage = 1 + random % 9
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, -0.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9, -3), ifelse(p2statetype = L, -.5, -3)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -3)
fall.recover = 0
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(5)
trigger2 = !animelemtime(21)
trigger3 = !animelemtime(39)
trigger4 = !animelemtime(49)
trigger5 = !animelemtime(64)
trigger6 = !animelemtime(71)
trigger7 = !animelemtime(78)
trigger8 = !animelemtime(85)
trigger9 = !animelemtime(92)
trigger10 = !animelemtime(99)
projID = 200
projanim = 1106
projremove = 0
projremovetime = 16
projscale = 0.5, 3
priority = 7, hit
projpriority = 9999999999999
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 50 + random % 30, -80 - random % 20
velocity = 5 + random % 5, -5 - random % 5
attr = C, HA, HT, HP
animtype = medium
damage = 1 + random % 9
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkno = -1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2, 0.2
guard.velocity = -6
air.velocity = ifelse(p2statetype = L, -9, -3), ifelse(p2statetype = L, -.5, -3)
ground.cornerpush.veloff = ifelse(p2statetype = L, -35, -3)
fall.recover = 0
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(5)
trigger2 = !animelemtime(21)
trigger3 = !animelemtime(39)
trigger4 = !animelemtime(49)
trigger5 = !animelemtime(64)
trigger6 = !animelemtime(71)
trigger7 = !animelemtime(78)
trigger8 = !animelemtime(85)
trigger9 = !animelemtime(92)
trigger10 = !animelemtime(99)
projID = 200
projanim = 1411
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projpriority = 9999999999999
projscale = 5, 1
offset = 20 + random % 30, -150 + random % 100
velocity = 5 + random % 10, 5 - random % 10
attr = A, NA, NT, NP
animtype = hard
damage = 1 + random % 9
getpower = 0, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(5)
trigger2 = !animelemtime(21)
trigger3 = !animelemtime(39)
trigger4 = !animelemtime(49)
trigger5 = !animelemtime(64)
trigger6 = !animelemtime(71)
trigger7 = !animelemtime(78)
trigger8 = !animelemtime(85)
trigger9 = !animelemtime(92)
trigger10 = !animelemtime(99)
projID = 200
projanim = 1410
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projpriority = 9999999999999
projscale = 5, 1
offset = 20 + random % 30, -130 + random % 100
velocity = 5 + random % 10, 5 - random % 10
attr = A, SA, ST, SP
animtype = hard
damage = 1 + random % 9
getpower = 0, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(5)
trigger2 = !animelemtime(21)
trigger3 = !animelemtime(39)
trigger4 = !animelemtime(49)
trigger5 = !animelemtime(64)
trigger6 = !animelemtime(71)
trigger7 = !animelemtime(78)
trigger8 = !animelemtime(85)
trigger9 = !animelemtime(92)
trigger10 = !animelemtime(99)
projID = 200
projanim = 1411
projremove = 0
projremovetime = 13
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projpriority = 9999999999999
projscale = 5, 1
offset = 20 + random % 30, -110 + random % 100
velocity = 5 + random % 10, 5 - random % 10
attr = A, HA, HT, HP
animtype = hard
damage = 1 + random % 9
getpower = 0, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(118)
projID = 200
projanim = 1206
projremove = 0
projremovetime = 19
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
priority = 7, hit
projpriority = 9999999999999
projscale = 3, 3
offset = 280, -70
velocity = 0, 0
attr = S, AA, AT, AP
animtype = hard
damage = random
getpower = 0, 0
hitflag = MAFD
guardflag = M
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8, -6
down.velocity = -13.2, 0
air.type = high
air.velocity = -8,-6
air.hittime = 24
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.recover = 0
yaccel = 0.5
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(118)
projID = 200
projanim = 1207
projremove = 0
projremovetime = 19
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 170, -70
velocity = 0, 0
attr = C, AA, AT, AP
animtype = hard
damage = random
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
yaccel = 99
fall = 1
fall.recover = 0
p2getp1state = 0
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(118)
projID = 200
projanim = 2202
projremove = 0
projremovetime = 9
priority = 7, hit
projpriority = 9999999999999
projscale = 5, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 140, -62
velocity = 0, 0
attr = A, AA, AT, AP
animtype = hard
damage = random
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
yaccel = 99
fall = 1
fall.recover = 0
p2getp1state = 0
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, CRAZY_STREAM]
type = Projectile
trigger1 = !animelemtime(118)
projID = 200
projanim = 2203
projremove = 0
projremovetime = 9
priority = 7, hit
projpriority = 9999999999999
projscale = 2, 2
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 120, -60
velocity = 0, 0
attr = SCA, AA, AT, AP
animtype = hard
damage = random
hitflag = MAF
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
yaccel = 99
fall = 1
fall.recover = 0
p2getp1state = 0
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, ヒットエフェクト]
type = Helper
triggerall = !(enemynear,name = "Hama" || enemynear,name = "Silencer")
triggerall = numhelper(2501) < 7
trigger1 = !projhittime(200)
id = 2501
name = "hit"
pos = 100 - random % 200, - random % 200
postype = p2
stateno = 5150
helpertype = player
keyctrl = 0 
ownpal = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, ガードエフェクト]
type = Explod
triggerall = numexplod(2502) < 7
trigger1 = !projguardedtime(200)
anim = 212
id = 2502
postype = p2
pos = 100 - random % 200, - random % 200
bindtime = -1
supermove = 0
ownpal = 1
scale = 0.5, 0.5
sprpriority = 7
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2500, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 2500, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 2500, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 2500, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 2600]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 2600, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 2600, 保険]
type = Changestate
trigger1 = enemynear,authorname = "Pre-to"
trigger2 = enemynear,name = "celene"
trigger3 = enemynear,name = "Iris"
trigger4 = enemynear,name = "Felix"
value = ifelse(statetype != A, 1000 + (random % 5) * 100, 610 + (random % 2) * 440)
persistent = 256
ignorehitpause = 1

[State 2600, アニメ変更]
type = Changeanim
trigger1 = anim != 2600
value = 2600
ignorehitpause = 1

[State 2600, ステートタイプ変更]
type = Statetypeset
trigger1 = 1
statetype = S
movetype = A
physics = N
ignorehitpause = 1

[State 2600, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 2
ignorehitpause = 1

[State 2600, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2600, ゲージ消費]
type = Poweradd
trigger1 = !animelemtime(3)
value = -2000
ignorehitpause = 1

[State 2600, コントロールフラグ]
type = Varset
trigger1 = 1
sysvar(2) = 1
ignorehitpause = 1

[State 2600, 振り向き]
type = Turn
triggerall = !animelemtime(1)
trigger1 = pos x < enemynear,pos x && facing = -1
trigger2 = enemynear,pos x < pos x && facing = 1
ignorehitpause = 1

[State 2600, 位置調整]
type = Velset
trigger1 = !animelemtime(1)
x = 0
y = 0
ignorehitpause = 1

[State 2600, 位置調整]
type = Velset
trigger1 = !animelemtime(7)
x = 30
ignorehitpause = 1

[State 2600, 位置調整]
type = Velmul
trigger1 = animelemtime(7) > 0
x = 0.8
ignorehitpause = 1

[State 2600, ボイス]
type = Playsnd
trigger1 = !animelemtime(2)
value = 2600, random % 2
channel = 0
volume = 128
ignorehitpause = 1

[State 2600, 効果音]
type = Playsnd
trigger1 = !animelemtime(2)
value = 1000, 5
ignorehitpause = 1

[State 2600, 効果音]
type = Playsnd
trigger1 = !animelemtime(3)
value = 2065, 0
ignorehitpause = 1

[State 2600, 効果音]
type = Playsnd
trigger1 = !animelemtime(3)
value = 6100, 0
ignorehitpause = 1

[State 2600, 振り音]
type = Playsnd
trigger1 = !animelemtime(7)
value = 3100, 2
ignorehitpause = 1

[State 2600, 振り音]
type = Playsnd
trigger1 = !animelemtime(7)
value = 2600, 3
ignorehitpause = 1

[State 2600, 振り音]
type = Playsnd
trigger1 = !animelemtime(7)
value = 2600, 4
ignorehitpause = 1

[State 2600, 振り音]
type = Playsnd
trigger1 = !animelemtime(7)
value = 2600, 5
ignorehitpause = 1

[State 2600, 発光]
type = Palfx
trigger1 = !animelemtime(2)
time = 10
mul = 255, 255, 255
sinadd = 255, 255, 255, 20
color = 255
ignorehitpause = 1

[State 2600, ポーズ]
type = Pause
trigger1 = !animelemtime(3)
time = 50
movetime = 50
ignorehitpause = 1

[State 2600, カットイン]
type = Explod
trigger1 = !animelemtime(3)
anim = 6155
id = 6155
pos = -200, 0
postype = back
removetime = -2
bindtime = -1
ownpal = 1
sprpriority = -7
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, 背景]
type = Explod
trigger1 = !animelemtime(3)
anim = 6153
id = 6153
sprpriority = -7
postype = back
pos = -188, 0
vel = 0, 0
bindtime = -1
removetime = 73
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, 背景]
type = Explod
trigger1 = !animelemtime(3)
anim = 6154
id = 6153
sprpriority = -7
postype = back
pos = -128, 0
vel = 0, 0
bindtime = -1
removetime = 123
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, 雷エフェクト]
type = Explod
trigger1 = animelemtime(2) > 0
anim = 1015
postype = p1
pos = -40 + random % 80 , - random % 100
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, 雷エフェクト]
type = Explod
triggerall = animelemtime(2) > 0
trigger1 = animelemtime(2) % 7 = 0
anim = 1016
postype = p1
pos = -40 + random % 80 , 0
facing = ifelse(random % 2 = 0, 1, -1)
bindtime = 1
sprpriority = 3
removetime = -2
ownpal  = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, 雷エフェクト]
type = Explod
triggerall = !numexplod(2352)
trigger1 = !animelemtime(2)
postype = p1
pos = 35, 0
anim = 2352
ID = 2352
bindtime = -1
facing = ifelse(random % 2 = 0, 1, -1)
sprpriority = 7
ownpal  = 1
scale = 0.5, 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, 発動エフェクト]
type = Explod
triggerall = !numexplod(722)
triggerall = animelemtime(2) > 0
trigger1 = animelemtime(4) < 0
postype = p1
pos = 36, -60
anim = 702
ID = 722
facing = ifelse(random % 2 = 0, 1, -1)
vfacing = ifelse(random % 2 = 0, 1, -1)
bindtime = -1
sprpriority = 7
removetime = -2
ownpal  = 1
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, 発動エフェクト]
type = Explod
triggerall = !numexplod(703)
triggerall = animelemtime(3) > 0
trigger1 = animelemtime(4) < 0
postype = p1
pos = 36, -60
anim = 703
ID = 703
bindtime = -1
sprpriority = -1
removetime = 7
ownpal  = 1
scale = 0.3, 0.3
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, 暗転]
type = Assertspecial
trigger1 = animelemtime(2) > 0
flag = nobg
ignorehitpause = 1

[State 2600, 暗転]
type = Bgpalfx
trigger1 = !animelemtime(2)
time = 8
mul = 255, 255, 255
sinadd = -255, -255, -255, 16
color = 255
ignorehitpause = 1

[State 2600, TESTAMENT]
type = Projectile
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = !numprojid(2601)
trigger1 = !animelemtime(6)
projID = 2601
projanim = 2601
projremove = 0
projremovetime = 40
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 120, 20
velocity = 0, 0
attr = SCA, AA, AT, AP
numhits = 0
animtype = hard
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MAFD
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
fall.recover = 0
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, TESTAMENT]
type = Projectile
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = !numprojid(2602)
trigger1 = !animelemtime(7)
projID = 2602
projanim = 2602
projremove = 0
projremovetime = 15
priority = 7, hit
projpriority = 9999999999999
projscale = 10, 1.5
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 0, -60
velocity = 0, 0
attr = SCA, NA, NT, NP
numhits = 0
animtype = diagup
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MAFD
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
fall.recover = 0
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, TESTAMENT]
type = Projectile
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = !numprojid(2603)
trigger1 = !animelemtime(8)
projID = 2603
projanim = 2603
projremove = 0
projremovetime = 10
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 50, 10
velocity = 0, 0
attr = SCA, SA, ST, SP
numhits = 0
animtype = diagup
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MAFD
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
fall.recover = 0
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, TESTAMENT]
type = Projectile
triggerall = (palno = [1, 6]) && !var(8) || (palno = [7, 12])
triggerall = !numprojid(2604)
trigger1 = !animelemtime(8)
projID = 2604
projanim = 2604
projremove = 0
projremovetime = 20
priority = 7, hit
projpriority = 9999999999999
projscale = 10, 0.02
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = -200, -60
velocity = 30, 0
attr = SCA, HA, HT, HP
numhits = 0
animtype = diagup
damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
hitflag = MAFD
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
fall.recover = 0
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
fall.damage = 9999999999999 * ifelse(random % 2 = 0, -1, 1)
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, TESTAMENT自重]
type = Projectile
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = !numprojid(2601)
trigger1 = !animelemtime(6)
projID = 2601
projanim = 2601
projremove = 0
projremovetime = 40
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 120, 20
velocity = 0, 0
attr = SCA, AA, AT, AP
numhits = 0
animtype = hard
damage = enemy,lifemax
hitflag = MAFD
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, TESTAMENT自重]
type = Projectile
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = !numprojid(2602)
trigger1 = !animelemtime(7)
projID = 2602
projanim = 2602
projremove = 0
projremovetime = 15
priority = 7, hit
projpriority = 9999999999999
projscale = 10, 1.5
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 0, -60
velocity = 0, 0
attr = SCA, NA, NT, NP
numhits = 0
animtype = diagup
damage = enemy,lifemax
hitflag = MAFD
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, TESTAMENT自重]
type = Projectile
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = !numprojid(2603)
trigger1 = !animelemtime(8)
projID = 2603
projanim = 2603
projremove = 0
projremovetime = 10
priority = 7, hit
projpriority = 9999999999999
projscale = 1, 1
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = 50, 10
velocity = 0, 0
attr = SCA, SA, ST, SP
numhits = 0
animtype = diagup
damage = enemy,lifemax
hitflag = MAFD
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, TESTAMENT自重]
type = Projectile
triggerall = (palno = [1, 6]) && var(8) = 1
triggerall = !numprojid(2604)
trigger1 = !animelemtime(8)
projID = 2604
projanim = 2604
projremove = 0
projremovetime = 20
priority = 7, hit
projpriority = 9999999999999
projscale = 10, 0.02
projheightbound = -1000000, 1000000
projedgebound = 1000000
projstagebound = 1000000
offset = -200, -60
velocity = 30, 0
attr = SCA, HA, HT, HP
numhits = 0
animtype = diagup
damage = enemy,lifemax
hitflag = MAFD
guardflag = MA
pausetime = 0, 15
sparkno = s-1
guard.sparkno = s-1
sparkxy = -2, -94
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3.5, -5
guard.velocity = -3.5
air.velocity = -2.4, -3
fall.recover = 1
fall.recovertime = 35
fall.yvelocity = -1
fall.envshake.time = 9
fall = 1
yaccel = .51
getpower = 0, 0
palfx.time = 35
palfx.add = -100, 0, 130
palfx.sinadd = 110, 110, 110, 10
palfx.invertall = 1
palfx.color = 0
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 2600, ターゲット削除]
type = Targetdrop
trigger1 = numtarget
excludeID = 200
ignorehitpause = 1

[State 2600, 死亡時]
type = Changestate
trigger1 = !alive
value = 5050
persistent = 256
ignorehitpause = 1

[State 2600, ステート変更]
type = Changestate
trigger1 = !animtime
value = 0
ctrl = 1
persistent = 256
ignorehitpause = 1

[State 2600, １２Ｐ準ステ固定]
type = Changestate
triggerall = !(enemynear,name = "TOKI-TEN-KU" || enemynear,name = "Mint")
trigger1 = palno = 12
value = 120
persistent = 256
ignorehitpause = 1

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

[Statedef 3000]
type = U
movetype = U
physics = N
movehitpersist = 1
hitdefpersist = 1

[State 3000, 自キャラ以外だった場合]
type = Changestate
trigger1 = name != "R-Masamune" || ishelper
value = 14000
persistent = 256
ignorehitpause = 1

[State 3000, アニメ変更]
type = Changeanim
trigger1 = anim != 3000
value = 3000
ignorehitpause = 1

[State 3000, スプライト表示優先度]
type = Sprpriority
trigger1 = 1
value = 7
ignorehitpause = 1

[State 3000, コントロール可否]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3000, ｵｰﾓｰｲｰｶﾞｰ]
type = Playsnd
trigger1 = !animelemtime(1)
value = 6200, 99
channel = 0
volume = 255
loop = 1
ignorehitpause = 1

[State 3000, BASARAKO]
type = Playsnd
trigger1 = gametime % 1200 = 0
value = 6250, 1
channel = 1
volume = 255
ignorehitpause = 1

[State 3000, 背景]
type = Explod
trigger1 = !numexplod(6259)
anim = 6259
id = 6259
sprpriority = -7
postype = back
pos = 150, 120
bindtime = -1
removetime = -2
supermove = 0
ownpal = 1
scale = 0.5, 0.5
supermovetime = 9999999999999
pausemovetime = 9999999999999
ignorehitpause = 1

[State 3000, 直死耐性]
type = Assertspecial
trigger1 = 1
flag = noko
flag2 = intro
flag3 = roundnotover
ignorehitpause = 1

[State 3000, 試合放棄]
type = Assertspecial
trigger1 = 1
flag = timerfreeze
flag2 = nobg
flag3 = nobardisplay
ignorehitpause = 1

[State 3000, 時止め]
type = Pause
trigger1 = 1
time = 9999999999999
movetime = 9999999999999
ignorehitpause = 1

[State 3000, 時止め]
type = Superpause
trigger1 = 1
anim = -1
time = 9999999999999
movetime = 9999999999999
unhittable = 0
darken = 0
p2defmul = 1
ignorehitpause = 1

[State 3000, MUGEN落とし]
type = Changestate
trigger1 = !numhelper
trigger2 = teamside = 2
value = 10000
persistent = 256
ignorehitpause = 1

[State 3000, 準ステート固定]
type = Changestate
trigger1 = 1
value = 120
persistent = 256
ignorehitpause = 1

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