;ハンマー振り下ろし近
[Statedef 1500];振りかぶり
type    = A
movetype= A
physics = A
poweradd = 0
getpower = 80,20
ctrl = 0
anim = 1500
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1205, 0];
type = VarSet
trigger1 = time = 1
var(17) = 0

[State 1205, 0];
type = VarSet
trigger1 = time = 1
trigger1 = Random > 500
var(17) = 1

[State 1204, 2]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = var(16) = 1
trigger1 = var(17) = 1
value = S1753, 0
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1500, 1-1]
type = VelSet
trigger1 = time = 1
trigger1 = Pos Y < -110
x = -2
y = -2

[State 1500, 1-1]
type = VelSet
trigger1 = time = 1
trigger1 = Pos Y >= -110
x = 1 - (110 / -Pos Y) * 3
y = 1 - (110 / -Pos Y) * 5  

[State 1500,4]
type = SuperPause
trigger1 = AnimElem = 8
time = 24
sound = S7000,0
anim = S6120
pos = 20,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = -1000 * fvar(14)
unhittable = 1

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = AnimElem = 8
anim = 10003
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = AnimElem = 8
anim = 10004
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = AnimElem = 8
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = AnimElem = 8
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = AnimElem = 8
anim = 10016
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = AnimElem = 8
anim = 10015
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = AnimElem = 8
anim = 10000
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 1500,5]
type = changestate
trigger1 = time = 9
value = 1501


[Statedef 1501]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 1501
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1501, 1-1]
type = VelSet
trigger1 = time = 1
x = 3
y = 10

[State 1501,4]
type = changestate
trigger1 = Pos Y > -110
value = 1502

[Statedef 1502];振り下ろし
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1502
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

;==========================================めまい値管理
[State 1205, 0];めまい値蓄積フラグリセット
type = VarSet
trigger1 = time = 0
var(17) = 0

[State 1205, 0];めまい値蓄積フラグ判定
type = VarSet
trigger1 = time = 0
trigger1 = Random > 500
var(17) = 1

[State 1205, 0];めまい値蓄積量リセット
type = VarSet
trigger1 = time = 0
fvar(18) = 0

[State 1205, 0];めまい値蓄積量
type = VarSet
trigger1 = time = 0
trigger1 = var(17) = 1
fvar(18) = 45 * (1 + (var(30) * 0.2))

[State 1205, 0];めまい値リセット
type = VarSet
trigger1 = Var(19) >= 100
var(19) = 0

[State 1205, 0];めまい値
type = VarAdd
trigger1 = MoveHit = 1
trigger1 = var(17) = 1
var(19) = fvar(18)
persistent = 0

[State 1204, 2]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = var(16) = 1
trigger1 = var(17) = 1
value = S1753, 0
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];打撃エフェクト
type = Explod
trigger1 = MoveHit = 1
anim = 6101
scale = 0.5,0.5
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];めまいエフェクト1
type = Explod
trigger1 = MoveHit = 1
trigger1 = var(17) = 1
anim = 8100
scale = 0.75,0.75
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];めまいエフェクト2
type = Explod
trigger1 = MoveHit = 5
trigger1 = var(17) = 1
anim = 8101
scale = 0.75,0.75
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];めまいエフェクト3
type = Explod
trigger1 = MoveHit = 1
trigger1 = var(17) = 1
anim = 8102
scale = 0.5,0.5
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
;==========================================

[State 1502, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) < 100
attr = A, HA
damage    = 231,44
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 15 + (5 * Var(46)),15 + (5 * Var(46))
sparkno = S61010
sparkxy = -5,-30
hitsound   = S1500,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 40
ground.hittime  = 120
ground.velocity = -2.2,15.5
air.velocity = -3.8,25.9
ground.cornerpush.veloff = 0
p2stateno = 10130
fall = 1
fall.recover = 0

[State 1502, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) >= 100
attr = A, HA
damage    = 231,44
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 15 + (5 * Var(46)),15 + (5 * Var(46))
sparkno = S61010
sparkxy = -5,-30
hitsound   = S1500,0
getpower = 0,0
guardsound = 6,0
ground.type = low
p2stateno = 13520
ground.slidetime = 40
ground.hittime  = 120
ground.velocity = -2.2,15.5
air.velocity = -3.8,25.9
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

;会心率-エフェクト
[State -2,kaishin]
type = Explod
trigger1 = MoveContact = 1
trigger1 = Var(46) = 1
anim = 8201
scale = 0.75,0.75
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1502, , renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 17 * (1 + (var(29) * 0.2))

[State 1502, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6100, 0

[State 1502, 4]
type = PlaySnd
trigger1 = AnimElem = 7
value = 6100, 1

[State 1502, Effect]
type = Explod
trigger1 = AnimElem = 7
anim = 6100
scale = 1.0,1.0
postype = p1
pos = 40,20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1502, Shake]
type = EnvShake
trigger1 = AnimElem  = 7
time = 60
freq = 80
ampl = 12

[State 1502,Syougeki]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
size.xscale = 1.5
size.yscale = 0.8
stateno = 6121
pos = 75,50
postype = p1
ownpal = 1
sprpriority = 3

[State 1502, 1-1]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 1502, 1-2]
type = PosSet
trigger1 = Animtime = 0
y = 0

[State 1502, 2]
type = HitOverride
trigger1 = time =1
attr = SCA,AATP
time = 77
forceair = 1

[State 1502, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 1503

[Statedef 1503];納槌
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1503
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1503, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ハンマー振り下ろし中
[Statedef 1530];振りかぶり
type    = A
movetype= A
physics = A
poweradd = 0
getpower = 80,20
ctrl = 0
anim = 1500
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1205, 0];
type = VarSet
trigger1 = time = 1
var(17) = 0

[State 1205, 0];
type = VarSet
trigger1 = time = 1
trigger1 = Random > 500
var(17) = 1

[State 1204, 2]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = var(16) = 1
trigger1 = var(17) = 1
value = S1753, 0
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1530, 1-1]
type = VelSet
trigger1 = time = 1
trigger1 = Pos Y < -90
x = -2
y = -2

[State 1530, 1-1]
type = VelSet
trigger1 = time = 1
trigger1 = Pos Y >= -90
x = 1 - (90 / -Pos Y) * 3
y = 1 - (90 / -Pos Y) * 5  

[State 1530,4]
type = SuperPause
trigger1 = AnimElem = 8
time = 24
sound = S7000,0
anim = S6120
pos = 20,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = -1000 * fvar(14)
unhittable = 1

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = AnimElem = 8
anim = 10003
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = AnimElem = 8
anim = 10004
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = AnimElem = 8
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = AnimElem = 8
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = AnimElem = 8
anim = 10016
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = AnimElem = 8
anim = 10015
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = AnimElem = 8
anim = 10000
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 1530,5]
type = changestate
trigger1 = time = 9
value = 1531


[Statedef 1531]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 1501
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1531, 1-1]
type = VelSet
trigger1 = time = 1
x = 10
y = 8

[State 1531,4]
type = changestate
trigger1 = Pos Y > -90
value = 1532

[Statedef 1532];振り下ろし
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1502
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

;==========================================めまい値管理
[State 1205, 0];めまい値蓄積フラグリセット
type = VarSet
trigger1 = time = 0
var(17) = 0

[State 1205, 0];めまい値蓄積フラグ判定
type = VarSet
trigger1 = time = 0
trigger1 = Random > 500
var(17) = 1

[State 1205, 0];めまい値蓄積量リセット
type = VarSet
trigger1 = time = 0
fvar(18) = 0

[State 1205, 0];めまい値蓄積量
type = VarSet
trigger1 = time = 0
trigger1 = var(17) = 1
fvar(18) = 45 * (1 + (var(30) * 0.2))

[State 1205, 0];めまい値リセット
type = VarSet
trigger1 = Var(19) >= 100
var(19) = 0

[State 1205, 0];めまい値
type = VarAdd
trigger1 = MoveHit = 1
trigger1 = var(17) = 1
var(19) = fvar(18)
persistent = 0

[State 1204, 2]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = var(16) = 1
trigger1 = var(17) = 1
value = S1753, 0
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];打撃エフェクト
type = Explod
trigger1 = MoveHit = 1
anim = 6101
scale = 0.5,0.5
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];めまいエフェクト1
type = Explod
trigger1 = MoveHit = 1
trigger1 = var(17) = 1
anim = 8100
scale = 0.75,0.75
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];めまいエフェクト2
type = Explod
trigger1 = MoveHit = 5
trigger1 = var(17) = 1
anim = 8101
scale = 0.75,0.75
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];めまいエフェクト3
type = Explod
trigger1 = MoveHit = 1
trigger1 = var(17) = 1
anim = 8102
scale = 0.5,0.5
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
;==========================================

[State 1502, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) < 100
attr = A, HA
damage    = 231,44
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 15 + (5 * Var(46)),15 + (5 * Var(46))
sparkno = S61010
sparkxy = -5,-30
hitsound   = S1500,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 40
ground.hittime  = 120
ground.velocity = -2.2,15.5
air.velocity = -3.8,25.9
ground.cornerpush.veloff = 0
p2stateno = 10130
fall = 1
fall.recover = 0

[State 1502, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) >= 100
attr = A, HA
damage    = 231,44
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 15 + (5 * Var(46)),15 + (5 * Var(46))
sparkno = S61010
sparkxy = -5,-30
hitsound   = S1500,0
getpower = 0,0
guardsound = 6,0
ground.type = low
p2stateno = 13520
ground.slidetime = 40
ground.hittime  = 120
ground.velocity = -2.2,15.5
air.velocity = -3.8,25.9
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

;会心率-エフェクト
[State -2,kaishin]
type = Explod
trigger1 = MoveContact = 1
trigger1 = Var(46) = 1
anim = 8201
scale = 0.75,0.75
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1532, , renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 17 * (1 + (var(29) * 0.2))

[State 1532, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6100, 0

[State 1502, 4]
type = PlaySnd
trigger1 = AnimElem = 7
value = 6100, 1

[State 1532, Effect]
type = Explod
trigger1 = AnimElem = 7
anim = 6100
scale = 1.0,1.0
postype = p1
pos = 40,20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1532, Shake]
type = EnvShake
trigger1 = AnimElem  = 7
time = 60
freq = 80
ampl = 12

[State 1532,Syougeki]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
size.xscale = 1.5
size.yscale = 0.8
stateno = 6121
pos = 75,50
postype = p1
ownpal = 1
sprpriority = 3

[State 1532, 1-1]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 1532, 1-2]
type = PosSet
trigger1 = Animtime = 0
y = 0

[State 1532, 2]
type = HitOverride
trigger1 = time =1
attr = SCA,AATP
time = 77
forceair = 1

[State 1532, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 1533

[Statedef 1533];納槌
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1503
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1533, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ハンマー振り下ろし遠
[Statedef 1560];振りかぶり
type    = A
movetype= A
physics = A
poweradd = 0
getpower = 80,20
ctrl = 0
anim = 1500
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1560, 1-1]
type = VelSet
trigger1 = time = 1
trigger1 = Pos Y < -70
x = -2
y = -2

[State 1560, 1-1]
type = VelSet
trigger1 = time = 1
trigger1 = Pos Y >= -70
x = 1 - (70 / -Pos Y) * 3
y = 1 - (70 / -Pos Y) * 5  

[State 1560,4]
type = SuperPause
trigger1 = AnimElem = 8
time = 24
sound = S7000,0
anim = S6120
pos = 20,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = -1000 * fvar(14)
unhittable = 1

[State 1560,5]
type = changestate
trigger1 = time = 9
value = 1561

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = AnimElem = 8
anim = 10003
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = AnimElem = 8
anim = 10004
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = AnimElem = 8
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = AnimElem = 8
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = AnimElem = 8
anim = 10016
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = AnimElem = 8
anim = 10015
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = AnimElem = 8
anim = 10000
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208


[Statedef 1561]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 1501
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1561, 1-1]
type = VelSet
trigger1 = time = 1
x = 15
y = 6

[State 1561,4]
type = changestate
trigger1 = Pos Y > -70
value = 1562

[Statedef 1562];振り下ろし
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1502
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

;==========================================めまい値管理
[State 1205, 0];めまい値蓄積フラグリセット
type = VarSet
trigger1 = time = 0
var(17) = 0

[State 1205, 0];めまい値蓄積フラグ判定
type = VarSet
trigger1 = time = 0
trigger1 = Random > 500
var(17) = 1

[State 1205, 0];めまい値蓄積量リセット
type = VarSet
trigger1 = time = 0
fvar(18) = 0

[State 1205, 0];めまい値蓄積量
type = VarSet
trigger1 = time = 0
trigger1 = var(17) = 1
fvar(18) = 45 * (1 + (var(30) * 0.2))

[State 1205, 0];めまい値リセット
type = VarSet
trigger1 = Var(19) >= 100
var(19) = 0

[State 1205, 0];めまい値
type = VarAdd
trigger1 = MoveHit = 1
trigger1 = var(17) = 1
var(19) = fvar(18)
persistent = 0

[State 1204, 2]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = var(16) = 1
trigger1 = var(17) = 1
value = S1753, 0
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];打撃エフェクト
type = Explod
trigger1 = MoveHit = 1
anim = 6101
scale = 0.5,0.5
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];めまいエフェクト1
type = Explod
trigger1 = MoveHit = 1
trigger1 = var(17) = 1
anim = 8100
scale = 0.75,0.75
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];めまいエフェクト2
type = Explod
trigger1 = MoveHit = 5
trigger1 = var(17) = 1
anim = 8101
scale = 0.75,0.75
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];めまいエフェクト3
type = Explod
trigger1 = MoveHit = 1
trigger1 = var(17) = 1
anim = 8102
scale = 0.5,0.5
postype = p2
pos = 0,-60
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
;==========================================

[State 1502, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) < 100
attr = A, HA
damage    = 231,44
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 15 + (5 * Var(46)),15 + (5 * Var(46))
sparkno = S61010
sparkxy = -5,-30
hitsound   = S1500,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 40
ground.hittime  = 120
ground.velocity = -2.2,15.5
air.velocity = -3.8,25.9
ground.cornerpush.veloff = 0
p2stateno = 10130
fall = 1
fall.recover = 0

[State 1502, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) >= 100
attr = A, HA
damage    = 231,44
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 15 + (5 * Var(46)),15 + (5 * Var(46))
sparkno = S61010
sparkxy = -5,-30
hitsound   = S1500,0
getpower = 0,0
guardsound = 6,0
ground.type = low
p2stateno = 13520
ground.slidetime = 40
ground.hittime  = 120
ground.velocity = -2.2,15.5
air.velocity = -3.8,25.9
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

;会心率-エフェクト
[State -2,kaishin]
type = Explod
trigger1 = MoveContact = 1
trigger1 = Var(46) = 1
anim = 8201
scale = 0.75,0.75
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1562, , renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 17 * (1 + (var(29) * 0.2))

[State 1562, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6100, 0

[State 1562, 4]
type = PlaySnd
trigger1 = AnimElem = 7
value = 6100, 1

[State 1562, Effect]
type = Explod
trigger1 = AnimElem = 7
anim = 6100
scale = 1.0,1.0
postype = p1
pos = 40,20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1562, Shake]
type = EnvShake
trigger1 = AnimElem  = 7
time = 60
freq = 80
ampl = 12

[State 1562,Syougeki]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
size.xscale = 1.5
size.yscale = 0.8
stateno = 6121
pos = 75,50
postype = p1
ownpal = 1
sprpriority = 3

[State 1562, 1-1]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 1562, 1-2]
type = PosSet
trigger1 = Animtime = 0
y = 0

[State 1562, 2]
type = HitOverride
trigger1 = time =1
attr = SCA,AATP
time = 77
forceair = 1

[State 1562, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 1563

[Statedef 1563];納槌
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1503
sprpriority = 2

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1563, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 6121];ハンマーの衝撃
type    = S
movetype= A
physics = S
ctrl = 0
anim = 6121
sprpriority = 2
ownpal = 1

[State 6121, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6121,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 10,2
animtype  = back
hitflag = MA
guardflag = MA
pausetime = 0,0
hitsound   = 7,2
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -3,-10
air.velocity = -3,-10
ground.cornerpush.veloff = 0
numhits = 0
fall = 1
fall.recover = 0

[State 6121,2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
[Statedef 10130];地面バウンド
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 10130,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 11720,1]
type = Velset
trigger1 = time = 1
x = 0
y = 0

[State 10130, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 10130

[State 10130, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 10130, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 10021

[Statedef 10021];
type    = A
movetype = H
physics = N

[State 10021,1]
type = Velset
trigger1 = time = 1
x = 10 * Facing * enemy,Facing
y = 20

[State 10021,1]
type = Velset
trigger1 = time < 20
trigger1 = Pos Y >= 0
x = 3 * Facing * enemy,Facing
y = -13

[State 11724,2]
type = VelAdd
trigger1 = time > 5
y = 0.4

[State 11724, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1550, 1]
type = PlaySnd
trigger1 = time = 2
value = F7, 2

[State 11724, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 11724, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 != SelfAnimExist(5035)
trigger1 = SelfAnimExist(5050)
trigger2 = animtime = 0
trigger2 = anim = 5035
trigger2 = SelfAnimExist(5050)
value = 5050

[State 11724, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 != SelfAnimExist(5035)
trigger1 != SelfAnimExist(5050)
trigger1 = SelfAnimExist(5061)
value = 5061

[State 10021, ChangeState]
type = selfstate
trigger1 = time > 20
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;大タル爆弾投げ
[Statedef 1510]
type = S
movetype = A
physics = S
anim = 1510
ctrl = 0

[State 1510,4]
type = SuperPause
trigger1 = AnimElem = 11
time = 24
sound = S7000,0
anim = S6120
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = -1000 * fvar(14)
unhittable = 1
unhittable = 1

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = AnimElem = 11
anim = 10003
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = AnimElem = 11
anim = 10004
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = AnimElem = 11
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = AnimElem = 11
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = AnimElem = 11
anim = 10014
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = AnimElem = 11
anim = 10013
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = AnimElem = 11
anim = 10000
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 1561, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 6020,3]
type = hitoverride
trigger1 = AnimElem = 11
attr = SCA,AA,AP,AT
stateno = 1511
time = 5

[State 1561, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1510]
type = Helper
trigger1 = AnimElem = 14
helpertype = normal
stateno = 6020
pos = 30,-50
postype = p1
ownpal = 1

[State 1510,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1511];大タル爆弾投げ失敗
type = A
movetype = H
physics = S
anim = 5070
ctrl = 0
ownpal = 1

[State 1511]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 6021
pos = 0,-80
postype = p1
ownpal = 1

[State 1511,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 6020];大タル爆弾
type = A
movetype = A
physics = N
anim = 6020
sprpriority = 4

[State 6020, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6131, 0
channel = 1 

[State 6020,0]
type = velset
trigger1 = time = 0
x = 6.0
y = -5.0

[State 6020,1]
type = veladd
trigger1 = 1
y = 0.4

[State 6130,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 124 * (1 + (0.5 * Parent,Var(31))),25 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -4.3,-6.4
air.velocity = -4.3,-6.4
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 6020,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 6133
time = 1

[State 6020,4];直撃
type = changestate
trigger1 = movecontact = 1
value = 6130

[State 6020,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 6131

[State 6020,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 6132

;---------------------------------------------------------------------------
[Statedef 6021];大タル爆弾妨害
type = A
movetype = A
physics = N
anim = 6021
sprpriority = 4

[State 6021, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 6021,1]
type = veladd
trigger1 = 1
y = 0.3

[State 6021,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
value = 6133
;---------------------------------------------------------------------------
;大タル爆弾の爆発
[Statedef 6130];爆発-直撃
type = A
movetype = A
velset = 0,0
physics = N
anim = 6130

[State 6130, Effect]
type = Explod
trigger1 = time = 1
anim = 6130
scale = 1.0,0.6
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6130, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 0.25, 0.25
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6130, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6130, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6130,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 124 * (1 + (0.5 * Parent,Var(31))),25 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = -MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -4.3,-6.4
air.velocity = -4.3,-6.3
ground.cornerpush.veloff = 0
affectteam = B
fall = 1
fall.recover = 0

[State 6130,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6131];爆発-地面関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6130

[State 6130, Effect]
type = Explod
trigger1 = time = 1
anim = 6130
scale = 1.0,0.6
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6131, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 0.25, 0.25
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6131, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6131, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6131,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 124 * (1 + (0.5 * Parent,Var(31))),25 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = 2.5,-11
air.velocity = 2.5,-11
ground.cornerpush.veloff = 0
affectteam = B
fall = 1
fall.recover = 0

[State 6131,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6132];爆発-壁関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6130

[State 6132, Effect]
type = Explod
trigger1 = time = 1
anim = 6130
scale = 1.0,0.6
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6132, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 0.25, 0.25
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6132, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6132, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6132,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 124 * (1 + (0.5 * Parent,Var(31))),25 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 4.5,-9
air.velocity = 4.5,-9
ground.cornerpush.veloff = 0
affectteam = B
fall = 1
fall.recover = 0

[State 6132,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6133];爆発-失敗
type = A
movetype = A
velset = 0,0
physics = N
anim = 6130

[State 6133, Effect]
type = Explod
trigger1 = time = 1
anim = 6130
scale = 1.0,0.6
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6133, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 0.25, 0.25
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6133, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6133, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6133,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 124 * (1 + (0.5 * Parent,Var(31))),25 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAFD
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = 2,-10.4
air.velocity = 2,-10.4
ground.cornerpush.veloff = 0
affectteam = B
fall = 1
fall.recover = 0

[State 6133,2]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;大タル爆弾投げG
[Statedef 1513]
type = S
movetype = A
physics = S
anim = 1512
ctrl = 0

[State 1513,4]
type = SuperPause
trigger1 = AnimElem = 11
time = 24
sound = S7000,0
anim = S6120
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = -2000 * fvar(14)
unhittable = 1

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = AnimElem = 11
anim = 10003
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = AnimElem = 11
anim = 10004
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = AnimElem = 11
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = AnimElem = 11
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = AnimElem = 11
anim = 10014
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = AnimElem = 11
anim = 10013
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = AnimElem = 11
anim = 10000
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 1513, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1513,3]
type = hitoverride
trigger1 = AnimElem = 11
attr = SCA,AA,AP,AT
stateno = 1514
time = 5

[State 1513, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1513]
type = Helper
trigger1 = AnimElem = 14
helpertype = normal
stateno = 6022
pos = 30,-50
postype = p1
ownpal = 1

[State 1513,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1514];大タル爆弾G投げ失敗
type = A
movetype = H
physics = S
anim = 5070
ctrl = 0
ownpal = 1

[State 1514]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 6026
pos = 0,-80
postype = p1
ownpal = 1

[State 1514,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 6022];大タル爆弾G
type = A
movetype = A
physics = N
anim = 6022
sprpriority = 4

[State 6022, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6131, 0
channel = 1 

[State 6022,0]
type = velset
trigger1 = time = 0
x = 6.5
y = -5.5

[State 6022,1]
type = veladd
trigger1 = 1
y = 0.4

[State 6022,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 223 * (1 + (0.5 * Parent,Var(31))),45 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -4.3,-6.4
air.velocity = -4.3,-6.4
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 6022,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 6135
time = 1

[State 6022,4];直撃
type = changestate
trigger1 = movecontact = 1
value = 6135

[State 6020,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 6136

[State 6020,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 6137

;---------------------------------------------------------------------------
[Statedef 6026];大タル爆弾妨害
type = A
movetype = A
physics = N
anim = 6023
sprpriority = 4

[State 6026, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 6026,1]
type = veladd
trigger1 = 1
y = 0.3

[State 6026,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
value = 6138
;---------------------------------------------------------------------------
;大タル爆弾Gの爆発
[Statedef 6135];爆発-直撃
type = A
movetype = A
velset = 0,0
physics = N
anim = 6132

[State 6135, Effect]
type = Explod
trigger1 = time = 1
anim = 6132
scale = 1.2,0.72
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6135, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 0.30, 0.30
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6135, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6135, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6135,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 223 * (1 + (0.5 * Parent,Var(31))),45 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = -MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -4.5,-6.7
air.velocity = -4.5,-6.7
ground.cornerpush.veloff = 0
affectteam = B
fall = 1
fall.recover = 0

[State 6135,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6136];爆発-地面関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6132

[State 6136, Effect]
type = Explod
trigger1 = time = 1
anim = 6132
scale = 1.2,0.72
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6136, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 0.30, 0.30
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6136, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6136, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6136,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 223 * (1 + (0.5 * Parent,Var(31))),45 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = 2.5,-11
air.velocity = 2.5,-11
ground.cornerpush.veloff = 0
affectteam = B
fall = 1
fall.recover = 0

[State 6136,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6137];爆発-壁関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6132

[State 6132, Effect]
type = Explod
trigger1 = time = 1
anim = 6132
scale = 1.2,0.72
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6137, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 0.30, 0.30
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6137, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6137, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6137,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 223 * (1 + (0.5 * Parent,Var(31))),45 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 4.5,-9
air.velocity = 4.5,-9
ground.cornerpush.veloff = 0
affectteam = B
fall = 1
fall.recover = 0

[State 6137,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6138];爆発-失敗
type = A
movetype = A
velset = 0,0
physics = N
anim = 6132

[State 6138, Effect]
type = Explod
trigger1 = time = 1
anim = 6132
scale = 1.2,0.72
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6138, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 0.30, 0.30
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6138, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6138, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6138,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 223 * (1 + (0.5 * Parent,Var(31))),45 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAFD
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = 2.2,-11.4
air.velocity = 2.2,-11.4
ground.cornerpush.veloff = 0
affectteam = B
fall = 1
fall.recover = 0

[State 6138,2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;大タル爆弾投げD
[Statedef 1515]
type = S
movetype = A
physics = S
anim = 1514
ctrl = 0

[State 1515,4]
type = SuperPause
trigger1 = AnimElem = 11
time = 24
sound = S7000,0
anim = S6120
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = -3000 * fvar(14)
unhittable = 1

[State 1554, Effect];超必殺カットイン赤線1
type = Explod
trigger1 = AnimElem = 11
anim = 10009
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン赤線2
type = Explod
trigger1 = AnimElem = 11
anim = 10010
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = AnimElem = 11
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = AnimElem = 11
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = AnimElem = 11
anim = 10014
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = AnimElem = 11
anim = 10013
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = AnimElem = 11
anim = 10008
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 1515, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1515,3]
type = hitoverride
trigger1 = AnimElem = 11
attr = SCA,AA,AP,AT
stateno = 1516
time = 5

[State 1515, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1515]
type = Helper
trigger1 = AnimElem = 14
helpertype = normal
stateno = 6024
pos = 30,-50
postype = p1
ownpal = 1

[State 1515,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1516];大タル爆弾D投げ失敗
type = A
movetype = H
physics = S
anim = 5070
ctrl = 0
ownpal = 1

[State 1516]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 6030
pos = 0,-80
postype = p1
ownpal = 1

[State 1516,1]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 6024];大タル爆弾D
type = A
movetype = A
physics = N
anim = 6024
sprpriority = 4

[State 6024, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6131, 0
channel = 1 

[State 6024,0]
type = velset
trigger1 = time = 0
x = 7.0
y = -6.0

[State 6024,1]
type = veladd
trigger1 = 1
y = 0.4

[State 6024,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 348 * (1 + (0.5 * Parent,Var(31))),69 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -4.5,-6.7
air.velocity = -4.5,-6.7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 6024,3]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 6140
time = 1

[State 6024,4];直撃
type = changestate
trigger1 = movecontact = 1
value = 6140

[State 6024,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
trigger1 = time >= 20
value = 6141

[State 6020,6];壁爆破
type = changestate
trigger1 = frontedgebodydist < 0
value = 6142

;---------------------------------------------------------------------------
[Statedef 6030];大タル爆弾妨害
type = A
movetype = A
physics = N
anim = 6025
sprpriority = 4

[State 6030, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 1
channel = 1 

[State 6030,1]
type = veladd
trigger1 = 1
y = 0.3

[State 6030,5];地面爆破
type = changestate
trigger1 = pos Y >= 0
value = 6143
;---------------------------------------------------------------------------
;大タル爆弾Gの爆発
[Statedef 6140];爆発-直撃
type = A
movetype = A
velset = 0,0
physics = N
anim = 6133

[State 6140, Effect]
type = Explod
trigger1 = time = 1
anim = 6132
scale = 1.4,0.84
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6140, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 0.35, 0.35
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6140, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6140, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6140,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 348 * (1 + (0.5 * Parent,Var(31))),69 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = -MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -4.9,-7.3
air.velocity = -4.9,-7.3
ground.cornerpush.veloff = 0
affectteam = B
fall = 1
fall.recover = 0

[State 6140,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6141];爆発-地面関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6133

[State 6141, Effect]
type = Explod
trigger1 = time = 1
anim = 6132
scale = 1.2,0.72
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6141, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 1.4,0.84
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6141, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6141, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6141,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 348 * (1 + (0.5 * Parent,Var(31))),69 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = 2.7,-12
air.velocity = 2.7,-12
ground.cornerpush.veloff = 0
affectteam = B
fall = 1
fall.recover = 0

[State 6141,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6142];爆発-壁関節
type = A
movetype = A
velset = 0,0
physics = N
anim = 6133

[State 6142, Effect]
type = Explod
trigger1 = time = 1
anim = 6132
scale = 1.4,0.84
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6142, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 0.35, 0.35
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6142, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6137, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6142,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 348 * (1 + (0.5 * Parent,Var(31))),69 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 4.5,-9
air.velocity = 4.5,-9
ground.cornerpush.veloff = 0
affectteam = B
fall = 1
fall.recover = 0

[State 6142,2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6143];爆発-失敗
type = A
movetype = A
velset = 0,0
physics = N
anim = 6133

[State 6143, Effect]
type = Explod
trigger1 = time = 1
anim = 6132
scale = 1.4,0.84
postype = p1
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 6143, Effect_Ring]
type = Explod
trigger1 = time = 1
anim = 6131
scale = 0.35, 0.35
postype = p1
pos = 0, -Pos Y
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 2

[State 6143, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 6143, 0]
type = PlaySnd
trigger1 = Time = 0
value = 6130, 0
channel = 1 


[State 6143,1]
type = hitdef
trigger1 = Time = 0
attr = S, HP
damage    = 348 * (1 + (0.5 * Parent,Var(31))),69 * (1 + (0.5 * Parent,Var(31)))
animtype  = back
hitflag = MAFD
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = 2.4,-12.4
air.velocity = 2.4,-12.4
affectteam = B
fall = 1
fall.recover = 0

[State 6143,2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------。
;溜め切り1
[Statedef 1520]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1520
sprpriority = 2

[State 1520,4]
type = SuperPause
trigger1 = AnimElem = 3
time = 24
sound = S7000,0
anim = S6120
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = -1000 * fvar(14)
unhittable = 1

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = AnimElem = 3
anim = 10003
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = AnimElem = 3
anim = 10004
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = AnimElem = 3
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = AnimElem = 3
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = AnimElem = 3
anim = 10012
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = AnimElem = 3
anim = 10011
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = AnimElem = 3
anim = 10000
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 935, Nothitby]
type = nothitby
trigger1 = time = 0
trigger1 = Var(27) = 0
value = SCA
time = 6

[State 935, Nothitby]
type = nothitby
trigger1 = time = 0
trigger1 = Var(27) = 1 || (Var(36) * fvar(15)) = 1
value = SCA
time = 10

[State 935, Nothitby]
type = nothitby
trigger1 = time = 0
trigger1 = Var(27) = 2 || (Var(36) * fvar(15)) = 2
value = SCA
time = 12

[State 520, 1]
type = NotHitBy
trigger1 = movehit
value = SCA
time = 20


[State 1501, Afterimage];落下
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add


[State 1501, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1


[State 1520, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6100, 0

[State 1520, 2]
type = HitDef
trigger1 = P2StateType = A
trigger1 = AnimElem = 3
attr = S, HA
damage    = 42,8
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 20,20
sparkno = S61110
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = 6,0
p2stateno = 10000
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = 0,-17.9
air.velocity = 0,-17.9
fall = 1
fall.recover = 0

[State 1520, 2]
type = HitDef
trigger1 = P2StateType != A
trigger1 = AnimElem = 3
attr = S, HA
damage    = 42,8
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 20,20
sparkno = S61110
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = 6,0
p2stateno = 10100
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = 0,-17.9
air.velocity = 0,-17.9
fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + random%4
scale = 0.30,0.30
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + random%4
scale = 0.30,0.30
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

;会心率-エフェクト
[State -2,kaishin]
type = Explod
trigger1 = MoveContact = 1
trigger1 = Var(46) = 1
anim = 8201
scale = 0.75,0.75
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1521, , renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 10 * (1 + (var(29) * 0.2))

[State 1520, 4]
type = VelAdd
trigger1 = AnimElem = 17
x = -2

[State 1520, 4]
type = ChangeState
trigger1 = AnimElemTime(15) = 6
trigger1 = MoveHit
value = 1521

[State 1520, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1521];直撃
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1521
sprpriority = 2

[State 1520, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1521, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1521, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6132, 1

[State 1521, 5]
type = PlaySnd
trigger1 = AnimElem = 25
value = 6132, 2

[State 1521, 5]
type = PlaySnd
trigger1 = AnimElem = 19
value = 6133, 0

[State 1521, 5]
type = PlaySnd
trigger1 = AnimElem = 31
value = 6132, 0

[State 1521, Shake]
type = EnvShake
trigger1 = AnimElem = 31
time = 50
freq = 80
ampl = -10

[State 1520, Effect_Charge1]
type = Explod
trigger1 = AnimElem = 20
anim = 6136
scale = 0.3,0.3
postype = p1
pos = -15,-30
sprpriority = -1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1520, Effect]
type = Explod
trigger1 = AnimElem = 31
anim = 6135
scale = 0.6,0.3
postype = p1
pos = 20,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1520, Effect]
type = Explod
trigger1 = AnimElem = 31
anim = 6121
scale = 0.8,0.5
postype = p1
pos = 90,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

;会心率-エフェクト
[State -2,kaishin]
type = Explod
trigger1 = MoveContact = 1
trigger1 = Var(46) = 1
anim = 8201
scale = 0.75,0.75
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1521, , renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = AnimElemTime(25) = 1
ignorehitpause = 1
persistent = 0
fvar(30) = -10

[State 1521, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 162,30
animtype  = back
hitflag = MAFD
guardflag = M
pausetime = 20,20
sparkno = S61120
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -6,0
air.velocity = -6,20
fall = 1
fall.recover = 0
p2stateno = 10030


[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + random%4
scale = 0.45,0.45
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + random%4
scale = 0.45,0.45
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1521, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 10000];溜め斬り成立P2-1
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 10000,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 11723,1]
type = Velset
trigger1 = time = 1
x = 0
y = 0

[State 10000, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 10000

[State 10000, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 10000, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 10010

[Statedef 10010];
type    = A
movetype = H
physics = N

[State 10010,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 10010,1]
type = Velset
trigger1 = time = 1
y = -18

[State 10010,2]
type = Velset
trigger1 = time = 44
y = 16

[State 10010, 3]
type = ChangeAnim
trigger1 = Time = 1
value = 5051

[State 10010, 4]
type = ChangeAnim
trigger1 = Time = 69
value = 5061

[State 10010, ChangeState]
type = Changestate
trigger1 = time > 60
trigger1 = Pos Y >= 0
value = 10029
;---------------------------------------------------------------------------
[Statedef 10100];溜め斬り成立P2-2
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 10000,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 11723,1]
type = Velset
trigger1 = time = 1
x = 0
y = 0

[State 10000, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 10000

[State 10000, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 10000, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 10110

[Statedef 10110];
type    = A
movetype = H
physics = N

[State 10010,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 10010,1]
type = Velset
trigger1 = time = 1
y = -18

[State 10010,2]
type = Velset
trigger1 = time = 44
y = 16

[State 10010, 3]
type = ChangeAnim
trigger1 = Time = 1
value = 5051

[State 10010, 4]
type = ChangeAnim
trigger1 = Time = 69
value = 5061

[State 10010, ChangeState]
type = selfstate
trigger1 = time > 60
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------。
;溜め2切り
[Statedef 1522]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1520
sprpriority = 2

[State 1522,4]
type = SuperPause
trigger1 = AnimElem = 3
time = 24
sound = S7000,0
anim = S6120
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = -2000 * fvar(14)
unhittable = 1

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = AnimElem = 3
anim = 10003
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = AnimElem = 3
anim = 10004
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = AnimElem = 3
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = AnimElem = 3
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = AnimElem = 3
anim = 10012
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = AnimElem = 3
anim = 10011
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = AnimElem = 3
anim = 10000
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 935, Nothitby]
type = nothitby
trigger1 = time = 0
trigger1 = Var(27) = 0
value = SCA
time = 6

[State 935, Nothitby]
type = nothitby
trigger1 = time = 0
trigger1 = Var(27) = 0
value = SCA
time = 6

[State 935, Nothitby]
type = nothitby
trigger1 = time = 0
trigger1 = Var(27) = 1 || (Var(36) * fvar(15)) = 1
value = SCA
time = 10

[State 935, Nothitby]
type = nothitby
trigger1 = time = 0
trigger1 = Var(27) = 2 || (Var(36) * fvar(15)) = 2
value = SCA
time = 12

[State 1522, 1]
type = NotHitBy
trigger1 = movehit
value = SCA
time = 20

[State 1522, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1522, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1522, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6100, 0

[State 1522, 2]
type = HitDef
trigger1 = P2StateType = A
trigger1 = AnimElem = 3
attr = S, HA
damage    = 59,12
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 20,20
sparkno = S61110
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = 6,0
p2stateno = 10001
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = 0,-17.9
air.velocity = 0,-17.9
fall = 1
fall.recover = 0

[State 1522, 2]
type = HitDef
trigger1 = P2StateType != A
trigger1 = AnimElem = 3
attr = S, HA
damage    = 59,12
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 20,20
sparkno = S61110
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = 6,0
p2stateno = 10101
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = 0,-17.9
air.velocity = 0,-17.9
fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + random%4
scale = 0.35,0.35
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + random%4
scale = 0.35,0.35
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

;会心率-エフェクト
[State -2,kaishin]
type = Explod
trigger1 = MoveContact = 1
trigger1 = Var(46) = 1
anim = 8201
scale = 0.75,0.75
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1522, , renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 20 * (1 + (var(29) * 0.2))

[State 1522, 4]
type = VelAdd
trigger1 = AnimElem = 17
x = -2

[State 1522, 4]
type = ChangeState
trigger1 = AnimElemTime(15) = 6
trigger1 = MoveHit
value = 1523

[State 1522, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1523];直撃
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1523
sprpriority = 2

[State 1523, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1523, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1523, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6132, 1

[State 1523, 5]
type = PlaySnd
trigger1 = AnimElem = 20
value = 6133, 1

[State 1521, 5]
type = PlaySnd
trigger1 = AnimElem = 46
value = 6132, 2

[State 1521, 5]
type = PlaySnd
trigger1 = AnimElem = 52
value = 6132, 0

[State 1523, Shake]
type = EnvShake
trigger1 = AnimElem = 52
time = 60
freq = 90
ampl = -12

[State 1520, Effect_Charge1]
type = Explod
trigger1 = AnimElem = 20
anim = 6137
scale = 0.5,0.5
postype = p1
pos = -15,-30
sprpriority = -1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1520, Effect_Charge2]
type = Explod
trigger1 = AnimElem = 39
anim = 6138
scale = 0.75,0.75
postype = p1
pos = -15,-30
sprpriority = -1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1523, Effect]
type = Explod
trigger1 = AnimElem = 52
anim = 6135
scale = 0.8,0.4
postype = p1
pos = 20,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1523, Effect]
type = Explod
trigger1 = AnimElem = 52
anim = 6121
scale = 1.0,0.6
postype = p1
pos = 90,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

;会心率-エフェクト
[State -2,kaishin]
type = Explod
trigger1 = MoveContact = 1
trigger1 = Var(46) = 1
anim = 8201
scale = 0.75,0.75
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1523, , renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = AnimElemTime(44) = 1
ignorehitpause = 1
persistent = 0
fvar(30) = -20

[State 1523, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 292,56
animtype  = back
hitflag = MAFD
guardflag = M
pausetime = 20,20
sparkno = S61120
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -11,-2
air.velocity = -11,-2
p2stateno = 10030
fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + random%4
scale = 0.45,0.45
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + random%4
scale = 0.45,0.45
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1523, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 10001];溜め斬り2成立P2-1
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 10001,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 10001,1]
type = Velset
trigger1 = time = 1
x = 0
y = 0

[State 10001, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 10001

[State 10001, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 10001, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 10011

[Statedef 10011];
type    = A
movetype = H
physics = N

[State 10011,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 10011,1]
type = Velset
trigger1 = time = 1
y = -18

[State 10011,2]
type = Velset
trigger1 = time = 71
y = 16.3

[State 10011, 3]
type = ChangeAnim
trigger1 = Time = 1
value = 5051

[State 10011, 4]
type = ChangeAnim
trigger1 = Time = 69
value = 5061

[State 10011, ChangeState]
type = Changestate
trigger1 = time > 60
trigger1 = Pos Y >= 0
value = 10029
;---------------------------------------------------------------------------
[Statedef 10101];溜め斬り2成立P2-2
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 10101,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 10101,1]
type = Velset
trigger1 = time = 1
x = 0
y = 0

[State 10101, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 10001

[State 10101, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 10101, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 10111

[Statedef 10111];
type    = A
movetype = H
physics = N

[State 10011,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 10011,1]
type = Velset
trigger1 = time = 1
y = -18

[State 10011,2]
type = Velset
trigger1 = time = 71
y = 16.3

[State 10011, 3]
type = ChangeAnim
trigger1 = Time = 1
value = 5051

[State 10011, 4]
type = ChangeAnim
trigger1 = Time = 69
value = 5061

[State 10011, ChangeState]
type = selfstate
trigger1 = time > 60
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------。
;溜め3切り
[Statedef 1524]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1520
sprpriority = 2

[State 1524,4]
type = SuperPause
trigger1 = AnimElem = 3
time = 24
sound = S7000,0
anim = S6120
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = -3000 * fvar(14)
unhittable = 1

[State 1554, Effect];超必殺カットイン赤線1
type = Explod
trigger1 = AnimElem = 3
anim = 10009
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン赤線2
type = Explod
trigger1 = AnimElem = 3
anim = 10010
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = AnimElem = 3
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = AnimElem = 3
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = AnimElem = 3
anim = 10012
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = AnimElem = 3
anim = 10011
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = AnimElem = 3
anim = 10008
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 935, Nothitby]
type = nothitby
trigger1 = time = 0
trigger1 = Var(27) = 0
value = SCA
time = 6

[State 935, Nothitby]
type = nothitby
trigger1 = time = 0
trigger1 = Var(27) = 0
value = SCA
time = 6

[State 935, Nothitby]
type = nothitby
trigger1 = time = 0
trigger1 = Var(27) = 1 || (Var(36) * fvar(15)) = 1
value = SCA
time = 10

[State 935, Nothitby]
type = nothitby
trigger1 = time = 0
trigger1 = Var(27) = 2 || (Var(36) * fvar(15)) = 2
value = SCA
time = 12

[State 1524, 1]
type = NotHitBy
trigger1 = movehit
value = SCA
time = 20

[State 1524, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1524, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1524, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6100, 0

[State 1524, 2]
type = HitDef
trigger1 = P2StateType = A
trigger1 = AnimElem = 3
attr = S, HA
damage    = 77,16
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 20,20
sparkno = S61110
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = 6,0
p2stateno = 10002
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = 0,-17.9
air.velocity = 0,-17.9
fall = 1
fall.recover = 0

[State 1524, 2]
type = HitDef
trigger1 = P2StateType != A
trigger1 = AnimElem = 3
attr = S, HA
damage    = 77,16
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 20,20
sparkno = S61110
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = 6,0
p2stateno = 10102
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = 0,-17.9
air.velocity = 0,-17.9
fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + random%4
scale = 0.40,0.40
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + random%4
scale = 0.40,0.40
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

;会心率-エフェクト
[State -2,kaishin]
type = Explod
trigger1 = MoveContact = 1
trigger1 = Var(46) = 1
anim = 8201
scale = 0.75,0.75
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1524, , renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 30 * (1 + (var(29) * 0.2))

[State 1524, 4]
type = VelAdd
trigger1 = AnimElem = 17
x = -2

[State 1524, 4]
type = ChangeState
trigger1 = AnimElemTime(15) = 6
trigger1 = MoveHit
value = 1525

[State 1524, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1525];直撃
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1524
sprpriority = 2

[State 1525, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1525, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1043, Afterimage]
type = AfterImage
trigger1 = AnimElem = 58
time = 1
framegap = 4
length = 15
PalBright   =  60, 10,  10
PalContrast =  140, 20, 20
PalAdd      = -10,-10,-10
PalMul      = .170,.25,.25
trans = add

[State 1043, Blink Red]
type = PalFX
trigger1 = AnimElemTime(58) > 1
trigger1 = (GameTime% 6 )= 0
time = 6
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1525, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6132, 1

[State 1525, 5]
type = PlaySnd
trigger1 = AnimElem = 20
value = 6133, 2

[State 1525, 5]
type = PlaySnd
trigger1 = AnimElem = 65
value = 6132, 2

[State 1525, 5]
type = PlaySnd
trigger1 = AnimElem = 72
value = 6132, 0

[State 1525, Shake]
type = EnvShake
trigger1 = AnimElem = 72
time = 70
freq = 100
ampl = -15

[State 1525, Effect_Charge1]
type = Explod
trigger1 = AnimElem = 20
anim = 6137
scale = 0.5,0.5
postype = p1
pos = -15,-30
sprpriority = -1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1525, Effect_Charge2]
type = Explod
trigger1 = AnimElem = 39
anim = 6137
scale = 0.7,0.7
postype = p1
pos = -15,-30
sprpriority = -1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1525, Effect_Charge3]
type = Explod
trigger1 = AnimElem = 58
anim = 6140
scale = 1,1
postype = p1
pos = -15,-30
sprpriority = -1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1525, Effect]
type = Explod
trigger1 = AnimElem = 72
anim = 6151
scale = 1.2,0.6
postype = p1
pos = 50,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1525, Effect]
type = Explod
trigger1 = AnimElem = 72
anim = 6150
scale = 1.8,1.2
postype = p1
pos = 90,0
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1

;会心率-エフェクト
[State -2,kaishin]
type = Explod
trigger1 = MoveContact = 1
trigger1 = Var(46) = 1
anim = 8201
scale = 0.75,0.75
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1525, , renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = AnimElemTime(62) = 1
ignorehitpause = 1
persistent = 0
fvar(30) = -30

[State 1525, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 443,87
animtype  = back
hitflag = MAFD
guardflag = M
pausetime = 20,20
sparkno = S61120
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -11,-2
air.velocity = -11,-2
p2stateno = 10030
fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8022 + random%4
scale = 0.50,0.50
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8018 + random%4
scale = 0.50,0.50
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1525, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 10002];溜め斬り3成立P2
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 10002,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 10002,1]
type = Velset
trigger1 = time = 1
x = 0
y = 0

[State 10002, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 10002

[State 10002, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 10002, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 10012

[Statedef 10012];
type    = A
movetype = H
physics = N

[State 10012,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 10011,1]
type = Velset
trigger1 = time = 1
y = -18

[State 10012,2]
type = Velset
trigger1 = time = 101
y = 16.3

[State 10012, 3]
type = ChangeAnim
trigger1 = Time = 1
value = 5051

[State 10012, 4]
type = ChangeAnim
trigger1 = Time = 69
value = 5061

[State 10012, ChangeState]
type = Changestate
trigger1 = time > 60
trigger1 = Pos Y >= 0
value = 10029
;---------------------------------------------------------------------------
[Statedef 10102];溜め斬り3成立P2
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 10002,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 10002,1]
type = Velset
trigger1 = time = 1
x = 0
y = 0

[State 10102, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 10002

[State 10102, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 10102, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 10112

[Statedef 10112];
type    = A
movetype = H
physics = N

[State 10012,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 10011,1]
type = Velset
trigger1 = time = 1
y = -18

[State 10012,2]
type = Velset
trigger1 = time = 101
y = 16.3

[State 10012, 3]
type = ChangeAnim
trigger1 = Time = 1
value = 5051

[State 10012, 4]
type = ChangeAnim
trigger1 = Time = 69
value = 5061

[State 10012, ChangeState]
type = selfstate
trigger1 = time > 60
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;落下-P2
[Statedef 10029]
type    = A
movetype= H 
physics = N
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1554, Effect]
type = Explod
trigger1 = time = 0
anim = F61
scale = 1.0,1.0
postype = p1
pos = 0,-10
sprpriority = -2
ownpal = 1

[State 1550, 1]
type = PlaySnd
trigger1 = time = 0
value = F7, 1

[State 11785, Nothitby]
type = StateTypeSet
trigger1 = time = 5
statetype = A

[State 11786, Anim]
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 11786, 2] 
type = VelSet
trigger1 = Time = 0
y = -3.3

[State 11786, 2] 
type = VelAdd
trigger1 = 1
y = 0.3

[State 11786, 7]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 10
value = 5100
;---------------------------------------------------------------------------
[Statedef 10030];地面バウンド
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 10030,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 11720,1]
type = Velset
trigger1 = time = 1
x = 0
y = 0

[State 10030, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 10030

[State 10030, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 10030, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 10031

[Statedef 10031];
type    = A
movetype = H
physics = N

[State 10030,0]
type = StateTypeSet
trigger1 = time = 20
type    = A
movetype = H

[State 10031,1]
type = Velset
trigger1 = time = 1
x = 10 * Facing * enemy,Facing
y = 20

[State 10031,1]
type = Velset
trigger1 = time < 20
trigger1 = Pos Y >= 0
x = 6 * Facing * enemy,Facing
y = -7

[State 11734,2]
type = VelAdd
trigger1 = time > 5
y = 0.4

[State 11734, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1550, 1]
type = PlaySnd
trigger1 = time = 2
value = F7, 2

[State 11724, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 11724, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 != SelfAnimExist(5035)
trigger1 = SelfAnimExist(5050)
trigger2 = animtime = 0
trigger2 = anim = 5035
trigger2 = SelfAnimExist(5050)
value = 5050

[State 11724, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 != SelfAnimExist(5035)
trigger1 != SelfAnimExist(5050)
trigger1 = SelfAnimExist(5061)
value = 5061

[State 10021, ChangeState]
type = selfstate
trigger1 = time > 20
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------。
;突進
[Statedef 1550];突進-構え
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1550
sprpriority = 2

[State 1550, 1]
type = PlaySnd
trigger1 = time = 0
value = 1550, 0

[State 1550, 2]
type = ChangeState
trigger1 = Animtime = 0
value = 1551

[Statedef 1551];突進-攻撃
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1551
sprpriority = 2

[State 1551,1]
type = SuperPause
trigger1 = time = 0
time = 24
sound = S7000,0
anim = S6120
pos = 10,-40
movetime = 0
darken = 1
p2defmul = 1
poweradd = -1000 * fvar(14)
unhittable = 1

[State 1550, 2]
type = PowerAdd
trigger1 = time < 84
value = -12

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = time = 0
anim = 10003
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = time = 0
anim = 10004
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = time = 0
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = time = 0
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = time = 0
anim = 10020
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = time = 0
anim = 10019
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = time = 0
anim = 10000
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208


[State 1550, 2]
type = PowerAdd
trigger1 = time >= 84
value = -20

[State 1786, Width]
type = Width
trigger1 = 1
value = 30,0

[State 1305, Effect_Tossin_Start]
type = Explod
trigger1 = time = 1
anim = 6160
scale = 0.5,0.8
postype = p1
pos = 0,-40
accel = -0.2,0 
ontop = 1
ownpal = 1
removeongethit = 1

[State 1305, Effect_Tossin_Dash]
type = Explod
trigger1 = time = 35
anim = 6162
scale = 0.5,1.0
postype = p1
pos = 90,-25
accel = -0.4,0 
ontop = 1
ownpal = 1
removeongethit = 1

[State 1551, Effect]
type = Explod
trigger1 = (GameTime% 7 )= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1551,2]
type = Velset
trigger1 = time > 0
x = 5

[State 1551, 3]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = 1550, 1
channel = 3

[State 1551, 4]
type = PlaySnd
trigger1 = time = 1
value = 1550, 3

[State 1551, 5]
type = PlaySnd
trigger1 = time = 35
value = 1301, 1

[State 1551, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1551, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

;会心率-エフェクト
[State -2,kaishin]
type = Explod
trigger1 = MoveContact = 1
trigger1 = Var(46) = 1
anim = 8201
scale = 0.75,0.75
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1551, , renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
fvar(30) = 2 * (1 + (var(29) * 0.2))

[State 1551, 2]
type = HitDef
triggerall = time < 35
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 11
trigger5 = AnimElem = 14
trigger6 = AnimElem = 17
trigger7 = AnimElem = 20
trigger8 = AnimElem = 23
trigger9 = AnimElem = 26
trigger10 = AnimElem = 29
trigger11 = AnimElem = 32
trigger12 = AnimElem = 35
trigger13 = AnimElem = 38
attr = S, HA
damage    = 18,0
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 10,10
sparkno = S61110 + random%2
sparkxy = -10,-20
hitsound   = S6110,2
getpower = 0,0
guardsound = S6111,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5.0,-1.2
air.velocity = -5.0,-1.2
fall = 1
fall.recover = 0

[State 1551, 2]
type = HitDef
triggerall = time >= 35
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 11
trigger5 = AnimElem = 14
trigger6 = AnimElem = 17
trigger7 = AnimElem = 20
trigger8 = AnimElem = 23
trigger9 = AnimElem = 26
trigger10 = AnimElem = 29
trigger11 = AnimElem = 32
trigger12 = AnimElem = 35
trigger13 = AnimElem = 38
attr = S, HA
damage    = 34,9
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime =  10 + (5 * Var(46)),10 + (5 * Var(46))
sparkno = S61110 + random%2
sparkxy = -10,-20
hitsound   = S6110,2
getpower = 0,0
guardsound = S6111,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5.0,-1.2
air.velocity = -5.0,-1.2
fall = 1
fall.recover = 0


[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + random%4
scale = 0.35,0.35
random = 20,20
postype = p2
pos = -30,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + random%4
scale = 0.35,0.35
random = 20,20
postype = p2
pos = -30,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999


[State 1551, 4]
type = ChangeState
trigger1 = Power = 0
value = 1552

[Statedef 1552];突進-キャンセル
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1552
sprpriority = 2

[State 1552, 1]
type = StopSnd
trigger1 = time = 0
channel = 3

[State 1552, 2]
type = PlaySnd
trigger1 = time = 0
value = 1552, 2

[State 1552,3]
type = VelAdd
trigger1 = time = 2
x = 3

[State 1552,4]
type = VelAdd
trigger1 = time = 8
x = 2.5

[State 1551,5]
type = VelAdd
trigger1 = time = 14
x = 2

[State 1551,6]
type = VelAdd
trigger1 = time = 19
x = 1.5

[State 1551,7]
type = VelAdd
trigger1 = time = 25
x = 1

[State 1552, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1552, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1552, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1553];フィニッシュ突き
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1553
sprpriority = 2


[State 1786, Width]
type = Width
trigger1 = time <= 20
value = 70+(time*7)-((time/2)*(time/2)),0

[State 1786, Width]
type = Width
trigger1 = time > 20
value = 0,0

[State 1553, Effect_Tossin_Start]
type = Explod
trigger1 = time = 1
anim = 6160
scale = 0.5,0.5
postype = p1
pos = 60,-20
accel = -0.2,0 
ontop = 1
ownpal = 1
removeongethit = 1

[State 1553, Effect]
type = Explod
trigger1 = time = 1
anim = F120
scale = 0.7,0.7
postype = p1
pos = 60,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1553,2]
type = VelAdd
trigger1 = time = 0
x = 4

[State 1553,2]
type = VelAdd
trigger1 = time = 4
x = 3

[State 1553,2]
type = VelAdd
trigger1 = time = 8
x = 3

[State 1553,2]
type = VelAdd
trigger1 = time = 12
x = 2

[State 1553,2]
type = VelAdd
trigger1 = time = 16
x = 2

[State 1553, 1]
type = StopSnd
trigger1 = time = 0
channel = 3

[State 1553, 3]
type = PlaySnd
trigger1 = time = 1
value = 1551, 0

[State 1553, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1553, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

;会心率-エフェクト
[State -2,kaishin]
type = Explod
trigger1 = MoveContact = 1
trigger1 = Var(46) = 1
anim = 8201
scale = 0.75,0.75
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1553, , renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 12 * (1 + (var(29) * 0.2))

[State 1553, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage    = 120,24
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 30,30
sparkno = S61120
sparkxy = -20,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = S6111,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -10,-7.5
air.velocity = -10,-7.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + random%4
scale = 0.505,0.50
random = 20,20
postype = p2
pos = -30,-30
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + random%4
scale = 0.50,0.50
random = 20,20
postype = p2
pos = -30,-30
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1553, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1554];竜撃砲
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1554
sprpriority = 2

[State 1554,1]
type = SuperPause
trigger1 = time = 0
time = 60
sound = S7000,0
anim = S6120
pos = 10,-40
movetime = 46
darken = 1
p2defmul = 1
poweradd = -1000 * fvar(14)
unhittable = 1

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = time = 0
anim = 10023
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = time = 0
anim = 10024
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = time = 0
anim = 10025
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = time = 0
anim = 10026
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = time = 0
anim = 10027
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = time = 0
anim = 10021
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = time = 0
anim = 10022
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 1554, Effect_Ryugekihou_Charge]
type = Explod
trigger1 = time = 0
supermovetime = 60
anim = 6170
scale = 1,2.0
postype = p1
pos = 40,-18
ontop = 1
ownpal = 1
removeongethit = 1

[State 1554, Effect_Ryugekihou_Shougeki]
type = Explod
trigger1 = time = 49
anim = 6162
scale = 1.5,2.0
postype = p1
pos = 65,-18
accel = -3,0 
ontop = 1
ownpal = 1
removeongethit = 1

[State 1554]
type = Helper
trigger1 = Time = 49
helpertype = normal
stateno = 6171
pos = 80,-20
postype = p1
size.xscale = 1.0
size.yscale = 1.5
ownpal = 1

[State 1554, Effect]
type = Explod
trigger1 = time > 48 && time < 110
trigger1 = (GameTime% 3)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1553,2]
type = VelAdd
trigger1 = time = 1
x = -8

[State 1554,2]
type = VelAdd
trigger1 = time = 47
x = -7

[State 1554,2]
type = VelAdd
trigger1 = time = 57
x = -5

[State 1554,2]
type = VelAdd
trigger1 = time = 67
x = -4

[State 1554,2]
type = VelAdd
trigger1 = time = 77
trigger2 = time = 82
trigger3 = time = 87
trigger4 = time = 92
trigger5 = time = 97
x = -1.7

[State 1554,2]
type = VelAdd
trigger1 = time = 102
trigger2 = time = 107
trigger3 = time = 112
trigger4 = time = 117
x = -0.9

[State 1554, Shake]
type = EnvShake
trigger1 = time = 49
time = 70
freq = 100
ampl = -15

[State 1554, 3]
type = PlaySnd
trigger1 = time = 0
value = 1554, 0

[State 1554, 4]
type = PlaySnd
trigger1 = time = 17
value = 1554, 1
channel = 3

[State 1554, 5]
type = PlaySnd
trigger1 = time = 49
value = 1554, 2

[State 1554, 6]
type = PlaySnd
trigger1 = time = 49
value = 1554, 3

[State 1554, 7]
type = StopSnd
trigger1 = time = 49
channel = 3

[State 1554, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  60, 10,  10
PalContrast =  140, 20, 20
PalAdd      = -10,-10,-10
PalMul      = .170,.25,.25
trans = add

[State 1554, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1554, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 6171];竜撃砲-爆煙
type = A
movetype = A
physics = N
anim = 6171
sprpriority = 4

[State 6171, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
damage    = 230,42
animtype  = back
hitflag = MAFD
guardflag = LHA
pausetime = 10,10
sparkno = S6111
sparkxy = 0,0
hitsound   = S1500,0
getpower = 0,0
guardsound = S6111,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -10,-10
air.velocity = -10,-10
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 6171,2]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;フルバーストLV1
[Statedef 1868]
type    = S
movetype= A
physics = N
poweradd = 7
ctrl = 0
velset = 0,0
anim = 1830
sprpriority = 2

[State 1554,2]
type = VelSet
trigger1 = AnimElemTime(2) = 1
x = -5 - (Var(46) / 6)

[State 1554,2]
type = VelSet
trigger1 = AnimElemTime(2) > 1
trigger1 = AnimElemTime(16) < 12
trigger1 = Vel X < 0
x = Vel X * 0.9

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(2) > 1
trigger1 = AnimElemTime(16) < 12
trigger1 = (GameTime% 3)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 20,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1531, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1531, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1868,1]
type = SuperPause
trigger1 = time = 0
time = 24
sound = S7000,0
anim = S6120
pos = 10,-40
darken = 1
p2defmul = 1
poweradd = -1000 * fvar(14)
unhittable = 1

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = time = 0 
anim = 10003
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = time = 0 
anim = 10004
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = time = 0 
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = time = 0 
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = time = 0 
anim = 10007
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = time = 0 
anim = 10005
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = time = 0 
anim = 10000
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 1868, 1]
type = VarSet
trigger1 = AnimElemTime(1) = 1
fv = 26
value = Var(10) + Var(12)

[State 1868]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 1869
pos = 70,-30
postype = p1
ownpal = 1
size.xscale = 0.50
size.yscale = 0.50

[State 1868, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2004, 0

[State 1868, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;フルバーストLV1の爆発

[Statedef 1869]
type = A
movetype = A
physics = N
anim = 8068
size.xscale = 10
size.yscale = 10
ownpal = 1

[State 1868, 1]
type = ParentVarSet
trigger1 = AnimElemTime(1) = 1
v = 10
value = 0

[State 1868, 1]
type = ParentVarSet
trigger1 = AnimElemTime(1) = 1
v = 12
value = 0

[State 1868, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1868,1]
type = hitdef
trigger1 = HitCount < Parent,fvar(26)
attr = S, HP
damage    = 21 - (Parent,fvar(26) / 2)
getpower =  0,0
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 4,4
hitsound   = S6110,2
sparkno = S61130
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -4.3,-3
air.velocity = -4.5,-4.1
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 0

[State 1554, Effect];ヒットエフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8022 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-50
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1554, Shake]
type = EnvShake
trigger1 = time = 1
time = 15
freq = 80
ampl = -9

[State 1868,2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;フルバーストLV2
[Statedef 1870]
type    = S
movetype= A
physics = N
poweradd = 7
ctrl = 0
velset = 0,0
anim = 1831
sprpriority = 2

[State 1870,2]
type = VelSet
trigger1 = AnimElemTime(2) = 1
x = -5 - (Var(46) / 5)

[State 1870,2]
type = VelSet
trigger1 = AnimElemTime(2) > 1
trigger1 = AnimElemTime(16) < 12
trigger1 = Vel X < 0
x = Vel X * 0.9

[State 1870, Effect]
type = Explod
trigger1 = AnimElemTime(2) > 1
trigger1 = AnimElemTime(16) < 12
trigger1 = (GameTime% 3)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 20,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1870, Afterimage]
type = AfterImage
trigger1 = Time = 1
time = -1
framegap = 4
length = 15
PalBright   =  5, 5,  30
PalContrast =  10, 10, 200
PalAdd      = -10,-10,-10
PalMul      = .20,.20,.80
trans = add

[State 1870, Blink Blue]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
framegap = 5
add = 10,10,100
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1870,1]
type = SuperPause
trigger1 = time = 0
time = 24
sound = S7000,0
anim = S6120
pos = 10,-40
darken = 1
p2defmul = 1
poweradd = -2000 * fvar(14)
unhittable = 1

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = time = 0 
anim = 10003
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = time = 0 
anim = 10004
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = time = 0 
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = time = 0 
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = time = 0 
anim = 10007
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = time = 0 
anim = 10005
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = time = 0 
anim = 10000
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 1870, 1]
type = VarSet
trigger1 = AnimElemTime(1) = 1
fv = 26
value = Var(11) + Var(13)

[State 1870]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 1871
pos = 80,-30
postype = p1
ownpal = 1
size.xscale = 0.55
size.yscale = 0.55

[State 1870, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2004, 0

[State 1870, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;フルバーストLV2の爆発

[Statedef 1871]
type = A
movetype = A
physics = N
anim = 8068
size.xscale = 10
size.yscale = 10
ownpal = 1

[State 1871, 1]
type = ParentVarSet
trigger1 = AnimElemTime(1) = 1
v = 11
value = 0

[State 1871, 1]
type = ParentVarSet
trigger1 = AnimElemTime(1) = 1
v = 13
value = 0

[State 1871, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1871,1]
type = hitdef
trigger1 = HitCount < Parent,fvar(26) 
attr = S, HP
damage    = 25 - (Parent,fvar(26) / 2)
getpower =  0,0
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 4,4
hitsound   = S6110,2
sparkno = S61130
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -4.3,-3
air.velocity = -5.0,-4.4
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 0

[State 1871, Effect];ヒットエフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8022 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-50
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1554, Shake]
type = EnvShake
trigger1 = time = 1
time = 20
freq = 80
ampl = -10

[State 1871,2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;フルバーストLV3
[Statedef 1872]
type    = S
movetype= A
physics = N
poweradd = 7
ctrl = 0
velset = 0,0
anim = 1832
sprpriority = 2

[State 1872,2]
type = VelSet
trigger1 = AnimElemTime(2) = 1
x = -5 - (Var(46) / 3)

[State 1872,2]
type = VelSet
trigger1 = AnimElemTime(2) > 1
trigger1 = AnimElemTime(16) < 12
trigger1 = Vel X < 0
x = Vel X * 0.9

[State 1872, Effect]
type = Explod
trigger1 = AnimElemTime(2) > 1
trigger1 = AnimElemTime(16) < 12
trigger1 = (GameTime% 3)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 20,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1554, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  60, 10,  10
PalContrast =  140, 20, 20
PalAdd      = -10,-10,-10
PalMul      = .170,.25,.25
trans = add

[State 1554, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1872,1]
type = SuperPause
trigger1 = time = 0
time = 24
sound = S7000,0
anim = S6120
pos = 10,-40
darken = 1
p2defmul = 1
poweradd = -3000 * fvar(14)
unhittable = 1

[State 1554, Effect];超必殺カットイン赤線1
type = Explod
trigger1 = time = 0 
anim = 10009
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン赤線2
type = Explod
trigger1 = time = 0 
anim = 10010
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = time = 0 
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = time = 0 
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = time = 0 
anim = 10007
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = time = 0 
anim = 10005
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = time = 0 
anim = 10008
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 1872, 1]
type = VarSet
trigger1 = AnimElemTime(1) = 1
fv = 26
value = Var(10) + Var(11) + Var(12) + Var(13)

[State 1872]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 1873
pos = 70,-30
postype = p1
ownpal = 1
size.xscale = 0.75
size.yscale = 0.75

[State 1872, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2004, 0

[State 1872, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;フルバーストLV3の爆発

[Statedef 1873]
type = A
movetype = A
physics = N
anim = 8069
size.xscale = 10
size.yscale = 10
ownpal = 1

[State 1873, 1]
type = ParentVarSet
trigger1 = AnimElemTime(1) = 1
v = 10
value = 0

[State 1873, 1]
type = ParentVarSet
trigger1 = AnimElemTime(1) = 1
v = 11
value = 0

[State 1873, 1]
type = ParentVarSet
trigger1 = AnimElemTime(1) = 1
v = 12
value = 0

[State 1873, 1]
type = ParentVarSet
trigger1 = AnimElemTime(1) = 1
v = 13
value = 0

[State 1873, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1873,1]
type = hitdef
trigger1 = HitCount < Parent,fvar(26)
attr = S, HP
damage    = 21 - (Parent,fvar(26) / 4)
getpower =  0,0
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 2,2
hitsound   = S6110,2
sparkno = S61130
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -4.3,-3
air.velocity = -6.0,-5.1
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 0

[State 1873, Effect];ヒットエフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8022 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-50
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1554, Shake]
type = EnvShake
trigger1 = time = 1
time = 30
freq = 90
ampl = -10

[State 1873,2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;シビレ罠
[Statedef 1800]
type    = S
movetype= A 
physics = S
velset = 0,0
ctrl = 0
anim = 1800
sprpriority = 2

[State 1554,1]
type = SuperPause
trigger1 = time = 0
time = 20
sound = S7000,0
anim = S6120
pos = 10,-40
movetime = 10
darken = 1
p2defmul = 1
poweradd = -1500 * fvar(14)
unhittable = 1

[State 1880,1]
type = VarAdd
trigger1 = MoveContact = 1
trigger2 = AnimElemTime(11) = 0
fv = 28
value = -1

[State 1880,1]
type = PowerAdd
trigger1 = time = 0
trigger1 = PrevStateNo = [1750,1775]
value = -500

[State 1880,1]
type = VarAdd
trigger1 = MoveHit = 1
fv = 27
value = 3

[State 1554, Effect];超必殺カットイン青線1
type = Explod
trigger1 = time = 0
anim = 10003
scale = 0.5,0.5
postype = left
pos = 0,125
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン青線2
type = Explod
trigger1 = time = 0
anim = 10004
scale = 0.5,0.5
postype = left
pos = 0,44
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線1
type = Explod
trigger1 = time = 0
anim = 10002
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン線2
type = Explod
trigger1 = time = 0
anim = 10001
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン文字
type = Explod
trigger1 = time = 0
anim = 10018
scale = 0.5,0.5
postype = left
pos = 0,118
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];超必殺カットイン本体
type = Explod
trigger1 = time = 0
anim = 10017
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
bindtime = 999

[State 1554, Effect];超必殺カットイン背景
type = Explod
trigger1 = time = 0
anim = 10000
scale = 0.5,0.5
postype = left
pos = 0,50
sprpriority = -3
ownpal = 1
ignorehitpause = 1
bindtime = 999
pausemovetime = 99999
supermovetime = 99999
trans = addalpha
alpha = 208, 208

[State 1800, 1]
type = HitDef
trigger1 = PrevStateNo != [1750,1775]
trigger1 = AnimElem = 3
attr = S, NT
damage = 0, 0
animtype = Light
guardflag = 
hitflag = -MA
priority = 3, Hit
pausetime = 5, 5 
sparkno = S61150
hitsound = S2006, 2
getpower = 0,0
guardsound = 6, 0
ground.type = Low 
numhits = 0
p2stateno = 18000

[State 1800, 1]
type = HitDef
trigger1 = PrevStateNo = [1750,1775]
trigger1 = AnimElem = 3
attr = S, NT
damage = 0, 0
animtype = Light
guardflag = LHA
hitflag = M
priority = 3, Hit
pausetime = 5, 5 
sparkno = S61150
hitsound = S2006, 2
getpower = 0,0
guardsound = 6, 0
ground.type = Low
numhits = 0
p2stateno = 18000

[State 1880,1]
type = VarAdd
trigger1 = MoveHit = 1
fv = 27
value = -4

[State 1872, 2]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = S2006, 1

[State 1800, Effect];爆発
type = Explod
trigger1 = AnimElemTime(11) = 0
anim = 6130
scale = 0.35,0.275
postype = p1
pos = 30,3
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1800]
type = Helper
trigger1 = movehit
helpertype = normal
ID = 1801
stateno = 1801
pos = 0,0
postype = p2
ownpal = 1

[State 1800, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-35
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1800, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveHit
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;シビレ罠
[Statedef 1801]
type    = S
movetype= A 
physics = S
velset = 0,0
ctrl = 0
anim = 8062
sprpriority = 2
ID= 1800

[State 1880,1]
type = ParentVarAdd
trigger1 = MoveHit = 1
fv = 27
value = 0

[State 1800, 1]
type = HitDef
triggerall = time < 299
trigger1 = enemy,stateno = [5000,5999]
attr = S, HT
damage = 0, 0
animtype = Light
guardflag = 
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 0 
sparkno = S61150
hitsound = 5000, 0
getpower = 0,0
guardsound = 0, 0
ground.type = Low 
p2stateno = 18000
numhits = 0

[State 1800, 1]
type = HitDef
trigger1 = time >= 300
attr = S, HT
damage = 0, 0
animtype = back
guardflag = 
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 0 
sparkno = S61150
hitsound = 5000, 0
ground.velocity = 5.1,0
ground.slidetime = 30
ground.hittime  = 30
getpower = 0,0
guardsound = 0, 0
ground.type = high 
numhits = 0

[State 1800, Effect];シビレエフェクト
type = Explod
trigger1 = gametime%10 = 0 
anim = 8063 + random%4
scale = 0.5,0.5
postype = p2
pos = 0,-35
random = 30,60
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1872, 2]
type = PlaySnd
trigger1 = gametime%25 = 0
volume = -320
channel = 5
value = S2006, 0

[State 1872, 2]
type = PlaySnd
trigger1 = time = 300
value = S2006, 1

[State 1800, Effect];シビレエフェクト
type = Explod
trigger1 = gametime%10 = 0 
anim = 8063 + random%4
scale = 0.5,0.5
postype = p1
pos = 0,10
random = 200,20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1800, Effect];シビレエフェクト
type = Explod
trigger1 = gametime%8 = 0 
anim = 8202
scale = 0.5,0.5
postype = p1
pos = 0,5
sprpriority = -3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1800, Effect];爆発
type = Explod
trigger1 = time = 300
anim = 6130
scale = 0.35,0.275
postype = p1
pos = 0,8
sprpriority = -3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 6136,2]
type = destroyself
trigger1 = time >= 301
;---------------------------------------------------------------------------
;シビレ罠-P2
[Statedef 18000]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 3

[State 13620, 4]
type = HitOverRide
trigger1 = 1
attr = AA,AP,AT
value = 18000

[State 18001, PalFX]
type = PalFX
trigger1 = gametime%6 = 0
time = 6
ownpal = 1
framegap = 5
add = 120,120,20
sinadd = 64,64,14,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 13620, 4]
type = HitFallSet
trigger1 = 1
value = 0

[State 18000, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 18000

[State 11781, 7]
type = selfstate
trigger1 = Time = 300
value = 0
ctrl = 1

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

