;特殊攻撃
;---------------------------------------------------------------------------
; 太刀-突き
[Statedef 1700]
type    = S
movetype= A
physics = S
poweradd = 3
ctrl = 0
velset = 0,0
anim = 1700
sprpriority = 2

[State 1702, 1]
type = VelAdd
trigger1 = time <= 4
x = 1.2

[State 1700, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 21
guardflag = MA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-25
hitsound   = S6110,2
guardsound = S6111,0
getpower = 6 * (1 + (Var(35)*0.5)),3
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
guard.slidetime = 15
guard.hittime = 15
air.hittime = 90     
air.type = Low
ground.velocity = -2.5
air.velocity = -2.0,-4.5
fall.recovertime = 20

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-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 = 8038 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-30
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1700, 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 1700, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1551, 0

[State 1700, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 太刀-切り上げ
[Statedef 1701]
type    = S
movetype= A
physics = S
poweradd = 3
ctrl = 0
velset = 0,0
anim = 1701
sprpriority = 2

[State 1701, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = heavy
damage    = 28
guardflag = MA
pausetime = 18,18
sparkno = S61130
sparkxy = -5,-20
hitsound   = S6110,2
guardsound = S6111,0
getpower = 7 * (1 + (Var(35)*0.5)),3
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
guard.slidetime = 16
guard.hittime = 16
air.hittime = 60     
air.type = Low
ground.velocity = -1.5,-7.3
air.velocity = -1.5,-7.3
fall = 1
fall.recovertime = 60

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.25,0.25
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 = 8038 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1701, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 11 * (1 + (var(29) * 0.2))

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1561, 0

[State 1701, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 太刀-振り下ろし
[Statedef 1702]
type    = S
movetype= A
physics = S
poweradd = 5
ctrl = 0
velset = 0,0
anim = 1702
sprpriority = 2

[State 1702, 1]
type = VelAdd
trigger1 = time < 10
x = 0.5

[State 1702, 1]
type = VelAdd
trigger1 = time >= 22
trigger1 = time <= 26
x = 1.2

[State 1702, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = hard
damage    = 39
guardflag = HA
pausetime = 18,18
sparkno = S61140
sparkxy = -5,-40
hitsound   = S6110,2
guardsound = S6111,0
getpower = 10 * (1 + (Var(35)*0.5)),5
ground.type = high
ground.slidetime = 50
ground.hittime  = 41
guard.slidetime = 16
guard.hittime = 16
air.hittime = 21     
air.type = Low
ground.velocity = -5.5,0
air.velocity = -5.5,-2.0
air.fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.25,0.25
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 = 8038 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1702, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 15 * (1 + (var(29) * 0.2))

[State 1702, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1561, 1

[State 1702, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 太刀-突き(気刃斬り派生)
[Statedef 1703]
type    = S
movetype= A
physics = S
poweradd = 3
ctrl = 0
velset = 0,0
anim = 1700
sprpriority = 2

[State 1703, 1]
type = VelAdd
trigger1 = time <= 4
x = 1.2

[State 1703, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 21
guardflag = MA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-25
hitsound   = S6110,2
guardsound = S6111,0
getpower = 6 * (1 + (Var(35)*0.5)),3
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
guard.slidetime = 15
guard.hittime = 15
air.hittime = 90     
air.type = Low
ground.velocity = -2.5
air.velocity = -2.0,-4.5

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-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 = 8038 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-30
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1700, damage];ヒット補正
type = VarAdd
trigger1 = MoveHit = 1
fvar(12) = 0.10

[State 1703, 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 1703, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1551, 0

[State 1703, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 太刀-切り上げ(気刃斬り派生)
[Statedef 1704]
type    = S
movetype= A
physics = S
poweradd = 3
ctrl = 0
velset = 0,0
anim = 1701
sprpriority = 2

[State 1704, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = heavy
damage    = 28
guardflag = MA
pausetime = 18,18
sparkno = S61130
sparkxy = -5,-20
hitsound   = S6110,2
guardsound = S6111,0
getpower = 7 * (1 + (Var(35)*0.5)),3
ground.type = high
ground.slidetime = 31
ground.hittime  = 31
guard.slidetime = 16
guard.hittime = 16
air.hittime = 21     
air.type = Low
ground.velocity = -1.5,0
air.velocity = -1.5,-5.9
air.fall = 1
fall.recovertime = 60

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.25,0.25
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 = 8038 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1700, damage];ヒット補正
type = VarAdd
trigger1 = MoveHit = 1
fvar(12) = 0.10

[State 1704, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 11 * (1 + (var(29) * 0.2))

[State 1704, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1561, 0

[State 1704, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ハンマー溜め1
[Statedef 1735]
type    = S
movetype= A
physics = S
poweradd = 16
ctrl = 0
velset = 0,0
anim = 1735
sprpriority = 2

;==========================================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 = 1
var(17) = 0

[State 1205, 0];めまい値蓄積フラグ判定
type = VarSet
trigger1 = time = 1
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 = 1
trigger1 = var(17) = 1
fvar(18) = 25 * (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)

[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 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) > 1
trigger1 = AnimElemTime(15) < 1
trigger1 = (GameTime% 3)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 10,0
sprpriority = 3
ownpal = 1

[State 1703, 1]
type = VelSet
trigger1 = time <= 4
x = 5

[State 1703, 1]
type = VelSet
trigger1 = time > 5
trigger1 = time <= 10
x = 4

[State 1703, 1]
type = VelSet
trigger1 = time > 10
trigger1 = time <= 15
x = 3

[State 1703, 1]
type = VelSet
trigger1 = time > 15
trigger1 = time <= 20
x = 2

[State 1703, 1]
type = VelSet
trigger1 = time > 20
trigger1 = time <= 25
x = 1

[State 1703, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) < 100
attr = S, NA
animtype  = hard
damage    = 52,0
guardflag = MA
pausetime = 15,15
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
guardsound = S6111,0
getpower = 32 * (1 + (Var(35)*0.5)),16
ground.type = low
ground.slidetime = 34
ground.hittime  = 34
guard.slidetime = 25
guard.hittime = 25
air.hittime = 90     
air.type = Low
ground.velocity = -5.5
air.velocity = -6.0,-3.5
air.fall = 1
fall.recovertime = 60

[State 1703, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) >= 100
attr = S, NA
animtype  = hard
damage    = 52,0
guardflag = MA
pausetime = 15,15
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
guardsound = S6111,0
getpower = 32 * (1 + (Var(35)*0.5)),16
ground.type = low
ground.slidetime = 34
ground.hittime  = 34
guard.slidetime = 25
guard.hittime = 25
air.hittime = 90     
air.type = Low
p2stateno = 13520
ground.velocity = -5.5
air.velocity = -6.0,-3.5
air.fall = 1
fall.recovertime = 60

[State 1703, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 3 * (1 + (var(29) * 0.2))

[State 1202, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6100, 0

[State 1703, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ハンマー横殴り
[Statedef 1736]
type    = S
movetype= A
physics = S
poweradd = 12
ctrl = 0
velset = 0,0
anim = 1736
sprpriority = 2

;==========================================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 = 1
var(17) = 0

[State 1205, 0];めまい値蓄積フラグ判定
type = VarSet
trigger1 = time = 1
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 = 1
trigger1 = var(17) = 1
fvar(18) = 18 * (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)

[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 1703, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) < 100
attr = S, NA
animtype  = hard
damage    = 28,0
guardflag = MA
pausetime = 15,15
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
guardsound = S6111,0
getpower = 24 * (1 + (Var(35)*0.5)),12
ground.type = low
ground.slidetime = 32
ground.hittime  = 32
guard.slidetime = 22
guard.hittime = 22
air.hittime = 90     
air.type = Low
ground.velocity = -2.5
air.velocity = -2.0,-3.5
air.fall = 1
fall.recovertime = 40

[State 1703, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) >= 100
attr = S, NA
animtype  = hard
damage    = 28,0
guardflag = MA
pausetime = 15,15
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
guardsound = S6111,0
getpower = 24 * (1 + (Var(35)*0.5)),12
ground.type = low
ground.slidetime = 32
ground.hittime  = 32
guard.slidetime = 22
guard.hittime = 22
air.hittime = 90     
air.type = Low
p2stateno = 13520
ground.velocity = -2.5
air.velocity = -2.0,-3.5
air.fall = 1
fall.recovertime = 40

[State 1703, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 2 * (1 + (var(29) * 0.2))

[State 1202, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6100, 0

[State 1703, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ハンマー横殴り-派生
[Statedef 1737]
type    = S
movetype= A
physics = S
poweradd = 12
ctrl = 0
velset = 0,0
anim = 1737
sprpriority = 2

;==========================================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 = 1
var(17) = 0

[State 1205, 0];めまい値蓄積フラグ判定
type = VarSet
trigger1 = time = 1
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 = 1
trigger1 = var(17) = 1
fvar(18) = 18 * (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)

[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 1703, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) < 100
attr = S, NA
animtype  = hard
damage    = 28,0
guardflag = MA
pausetime = 15,15
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
guardsound = S6111,0
getpower = 24 * (1 + (Var(35)*0.5)),12
ground.type = low
ground.slidetime = 32
ground.hittime  = 32
guard.slidetime = 22
guard.hittime = 22
air.hittime = 90     
air.type = Low
ground.velocity = -2.5
air.velocity = -2.0,-3.5
air.fall = 1
fall.recovertime = 40

[State 1703, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) >= 100
attr = S, NA
animtype  = hard
damage    = 28,0
guardflag = MA
pausetime = 15,15
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
guardsound = S6111,0
getpower = 24 * (1 + (Var(35)*0.5)),12
ground.type = low
ground.slidetime = 32
ground.hittime  = 32
guard.slidetime = 22
guard.hittime = 22
air.hittime = 90     
air.type = Low
p2stateno = 13520
ground.velocity = -2.5
air.velocity = -2.0,-3.5
air.fall = 1
fall.recovertime = 40

[State 1703, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 2 * (1 + (var(29) * 0.2))

[State 1202, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6100, 0

[State 1703, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ガード突進
[Statedef 1740]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 2

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) > 1
trigger1 = AnimElemTime(24) < 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1

[State 1201,SA];スーパーアーマー回数
type = VarSet
trigger1 = AnimElemTime(1) = 1
v = 18
Value = 2 + Var(43)

[State 1740,ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 1741
trigger1 = Time = 0
value = 1740

[State 1740,HitOverride]
type = HitOverride
trigger1 = AnimElemTime(8) >= 1
trigger1 = AnimElemTime(24) <= 2
trigger1 = Var(43) = 0
trigger1 = Var(18) > 0
attr = SCA,NA,SA,NP,SP
stateno = 1741
slot = 1

[State 1740,HitOverride]
type = HitOverride
trigger1 = AnimElemTime(8) >= 1
trigger1 = AnimElemTime(24) <= 2
trigger1 = Var(43) = 0
trigger1 = Var(18) > 0
attr = SCA,HA,HP
stateno = 1746
slot = 2

[State 1740,HitOverride]
type = HitOverride
trigger1 = AnimElemTime(8) >= 1
trigger1 = AnimElemTime(24) <= 2
trigger1 = Var(43) > 0
trigger1 = Var(18) > 0
attr = SCA,AA,AP
stateno = 1741
slot = 1

[State 1740, 1]
type = VelSet
trigger1 = time <= 42
x = 3.5

[State 1740, 1]
type = VelSet
trigger1 = time > 42
trigger1 = time <= 47
x = 2

[State 1740, 1]
type = VelSet
trigger1 = time > 47
trigger1 = time <= 52
x = 1.5

[State 1740, 1]
type = VelSet
trigger1 = time > 52
trigger1 = time <= 57
x = 1

[State 1740, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1741];スーパーアーマー
type = U
movetype = H
physics = U

[State 1202, 3]
type = PlaySnd
trigger1 = time = 0
value = 1302, 0

[State 1741,1]
type = Pause
trigger1 = time = 0
time = 15

[State 1741, PalFX]
type = PalFX
trigger1 = 1
time = 20
mul = 255,255,255
ignorehitpause = 1

[State 1554, Effect];アーマーエフェクト
type = Explod
trigger1 = time = 0 
anim = 6200
scale = 0.5,0.5
random = 5,10
postype = p1
pos = 25,-35
sprpriority = 3
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 11201,SA];スーパーアーマー回数
type = VarAdd
trigger1 = time = 0
v = 18
Value = -1

[State 1741, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 1740
;---------------------------------------------------------------------------。
;ガード突進-仰け反り
[Statedef 1746]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1741
sprpriority = 2

[State 1741, PalFX]
type = PalFX
trigger1 = time = 1
time = 10
mul = 255,255,255
ignorehitpause = 1

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) > 1
trigger1 = AnimElemTime(8) < 1
trigger1 = (GameTime% 3)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 10,0
sprpriority = 3
ownpal = 1

[State 1746, 1]
type = LifeAdd
trigger1 = GetHitVar(damage)
value = -GetHitVar(damage)/2

[State 1746, 1]
type = VelSet
trigger1 = time < 6
x = -7.4

[State 1746, 1]
type = VelSet
trigger1 = time >= 6
trigger1 = time < 15
x = -5.8

[State 1746, 1]
type = VelSet
trigger1 = time >= 15
trigger1 = time < 35
x = -2.3

[State 1746, 1]
type = VelSet
trigger1 = time >= 35
trigger1 = time < 45
x = -1

[State 1746, 1]
type = StopSnd
trigger1 = AnimElem = 1
channel = 3

[State 1746, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1302,0

[State 1746, 5]
type = Pause
trigger1 = time = 0
time = 20

[State 1746, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ランス-上段突き1
[Statedef 1747]
type    = S
movetype= A
physics = S
poweradd = 7
ctrl = 0
velset = 0,0
anim = 1747
sprpriority = 2

[State 1747, 1]
type = VelSet
trigger1 = AnimElemTime(7) = 1
x = 4.0

[State 1747, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = heavy
damage    = 28
guardflag = MA
pausetime = 18 + (5 * Var(46)),18 + (5 * Var(46))
sparkno = S61130
sparkxy = -5,-20
hitsound   = S6110,2
guardsound = S6111,0
getpower = 15 * (1 + (Var(35)*0.5)),9
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
guard.slidetime = 8
guard.hittime = 8
air.hittime = 60     
air.type = Low
ground.velocity = -4.3,0
air.velocity = -1.2,-3.9
ground.cornerpush.veloff = -7
air.fall = 1
fall.recovertime = 60

[State 1547, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1747, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8038 + random%4
scale = 0.25,0.25
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 1747, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 2 * (1 + (var(29) * 0.2))

[State 1747, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1300, 1

[State 1747, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ランス-上段突き2
[Statedef 1748]
type    = S
movetype= A
physics = S
poweradd = 7
ctrl = 0
velset = 0,0
anim = 1748
sprpriority = 2

[State 1815, 1]
type = ChangeAnim
trigger1 = PrevStateNo = [1830,1833]
persistent = 0
value = 1743

[State 1748, 1]
type = VelSet
trigger1 = AnimElemTime(8) = 1 &&  Anim != 1743 
x = 4.0

[State 1748, 1]
type = VelSet
trigger1 = AnimElemTime(3) = 1 &&  Anim = 1743 
x = 5.5

[State 1748, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = heavy
damage    = 28
guardflag = MA
pausetime =  18 + (5 * Var(46)),18 + (5 * Var(46))
sparkno = S61130
sparkxy = -5,-20
hitsound   = S6110,2
guardsound = S6111,0
getpower = 15 * (1 + (Var(35)*0.5)),9
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
guard.slidetime = 8
guard.hittime = 8
air.hittime = 60     
air.type = Low
ground.velocity = -6.3,0
air.velocity = -1.2,-3.9
air.fall = 1
fall.recovertime = 60

[State 1548, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1748, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8038 + random%4
scale = 0.25,0.25
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 1748, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 2 * (1 + (var(29) * 0.2))

[State 1748, 2]
type = PlaySnd
trigger1 = AnimElem = 7 &&  Anim != 1743 
value = S1300, 1

[State 1748, 2]
type = PlaySnd
trigger1 = AnimElem = 2 &&  Anim = 1743 
value = S1300, 1

[State 1748, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ランス-上段突き3
[Statedef 1749]
type    = S
movetype= A
physics = N
poweradd = 7
ctrl = 0
velset = 0,0
anim = 1795
sprpriority = 2

[State 1880, 1]
type = ChangeAnim
trigger1 = PrevStateNo = [1830,1833]
persistent = 0
value = 1796

[State 1780, 1]
type = VelSet
trigger1 = AnimElemTime(8) = 1 &&  Anim != 1796
x = 5.0

[State 1780, 1]
type = VelSet
trigger1 = AnimElemTime(3) = 1 &&  Anim = 1796
x = 5.5

[State 1872,2]
type = VelSet
trigger1 = AnimElemTime(3) > 1
trigger1 = AnimElemTime(17) < 1
trigger1 = Vel X > 0
x = Vel X * 0.9

[State 1780, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = heavy
damage    = 72
guardflag = MA
pausetime =  24 + (5 * Var(46)),24 + (5 * Var(46))
sparkno = S61130
sparkxy = -5,-20
hitsound   = S6110,2
guardsound = S6111,0
getpower = 15 * (1 + (Var(35)*0.5)),9
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
guard.slidetime = 8
guard.hittime = 8
air.hittime = 60     
air.type = Low
ground.velocity = -7.3,-3.5
air.velocity = -7.2,-3.9
fall = 1
fall.recovertime = 60

[State 1580, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1780, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8038 + random%4
scale = 0.25,0.25
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 1780, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 5 * (1 + (var(29) * 0.2))

[State 1780, 2]
type = PlaySnd
trigger1 = AnimElem = 7 &&  Anim != 1796
value = S1300, 1

[State 1780, 2]
type = PlaySnd
trigger1 = AnimElem = 2 &&  Anim = 1796
value = S1300, 1

[State 1780, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ガンス-砲撃1(小タル)
[Statedef 1830]
type    = S
movetype= A
physics = S
poweradd = 7
ctrl = 0
velset = 0,0
anim = 1749
sprpriority = 2

[State 1830, 1]
type = VelSet
trigger1 = AnimElemTime(2) = 1
x = -4.5

[State 1830, 1]
type = VarAdd
trigger1 = AnimElemTime(2) = 1
v = 10
value = -1

[State 1830]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 1835
pos = 80,-50
postype = p1

[State 1830, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2003, 0

[State 1830, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ガンス-砲撃2(小タル)
[Statedef 1831]
type    = S
movetype= A
physics = S
poweradd = 7
ctrl = 0
velset = 0,0
anim = 1749
sprpriority = 2

[State 1830, 1]
type = VarAdd
trigger1 = AnimElemTime(2) = 1
v = 10
value = -1

[State 1831, 1]
type = VelSet
trigger1 = AnimElemTime(2) = 1
x = -3.5

[State 1831]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 1835
pos = 80,-50
postype = p1

[State 1831, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2003, 0

[State 1831, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ガンス-砲撃1(打ち上げ)
[Statedef 1832]
type    = S
movetype= A
physics = S
poweradd = 7
ctrl = 0
velset = 0,0
anim = 1749
sprpriority = 2

[State 1832, 1]
type = VelSet
trigger1 = AnimElemTime(2) = 1
x = -3.5

[State 1832, 1]
type = VarAdd
trigger1 = AnimElemTime(2) = 1
v = 12
value = -1

[State 1832]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 1835
pos = 80,-50
postype = p1

[State 1832, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2003, 0

[State 1832, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ガンス-砲撃2(打ち上げ)
[Statedef 1833]
type    = S
movetype= A
physics = S
poweradd = 7
ctrl = 0
velset = 0,0
anim = 1749
sprpriority = 2

[State 1833, 1]
type = VarAdd
trigger1 = AnimElemTime(2) = 1
v = 12
value = -1

[State 1833, 1]
type = VelSet
trigger1 = AnimElemTime(2) = 1
x = -4.5

[State 1833]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 1835
pos = 80,-50
postype = p1

[State 1833, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2003, 0

[State 1833, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;砲撃の爆発

[Statedef 1835]
type = A
movetype = A
physics = N
anim = 8067
size.xscale = 10
size.yscale = 10

[State 1835, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1835,1]
type = hitdef
trigger1 = AnimElem = 1
attr = S, SP
damage    = 30
getpower =  25,12
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -4.3,-3
air.velocity = -0.5,-5.1
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 80

[State 1817, 3]
type = pause
trigger1 = movecontact
persistent = 0
time = 12

[State 1835,2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;ガンス-砲撃1(小タル)
[Statedef 1850]
type    = S
movetype= A
physics = N
poweradd = -500
ctrl = 0
velset = 0,0
anim = 1739
sprpriority = 2

[State 915, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

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

[State 1872,2]
type = VelSet
trigger1 = AnimElemTime(2) > 1
trigger1 = AnimElemTime(5) < 10
trigger1 = Vel X < 0
x = Vel X * 0.9

[State 1872,2]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 0

[State 1850, 1]
type = VarAdd
trigger1 = AnimElemTime(2) = 1
v = 11
value = -1

[State 1850]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 1855
pos = 70,-50
postype = p1
size.xscale = 0.75
size.yscale = 0.75

[State 1850, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2003, 0

[State 1800, Effect];溜めエフェクト
type = Explod
trigger1 = time = 1
anim = 8203
scale = 0.25,0.25
postype = p1
pos = 92,-58
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1850, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ガンス-砲撃2(小タル)
[Statedef 1851]
type    = S
movetype= A
physics = S
poweradd = -500
ctrl = 0
velset = 0,0
anim = 1739
sprpriority = 2

[State 915, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1850, 1]
type = VarAdd
trigger1 = AnimElemTime(2) = 1
v = 11
value = -1

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

[State 1872,2]
type = VelSet
trigger1 = AnimElemTime(2) > 1
trigger1 = AnimElemTime(5) < 10
trigger1 = Vel X < 0
x = Vel X * 0.9

[State 1872,2]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 0

[State 1851]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 1855
pos = 70,-50
postype = p1
size.xscale = 0.75
size.yscale = 0.75

[State 1851, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2003, 0


[State 1800, Effect];溜めエフェクト
type = Explod
trigger1 = time = 1
anim = 8203
scale = 0.25,0.25
postype = p1
pos = 92,-58
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1851, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ガンス-砲撃1(打ち上げ)
[Statedef 1852]
type    = S
movetype= A
physics = S
poweradd = -500
ctrl = 0
velset = 0,0
anim = 1739
sprpriority = 2

[State 915, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

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

[State 1872,2]
type = VelSet
trigger1 = AnimElemTime(2) > 1
trigger1 = AnimElemTime(5) < 10
trigger1 = Vel X < 0
x = Vel X * 0.9

[State 1872,2]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 0

[State 1852, 1]
type = VarAdd
trigger1 = AnimElemTime(2) = 1
v = 13
value = -1

[State 1852]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 1855
pos = 70,-50
postype = p1
size.xscale = 0.75
size.yscale = 0.75

[State 1852, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2003, 0


[State 1800, Effect];溜めエフェクト
type = Explod
trigger1 = time = 1
anim = 8203
scale = 0.25,0.25
postype = p1
pos = 92,-58
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1852, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ガンス-砲撃2(打ち上げ)
[Statedef 1853]
type    = S
movetype= A
physics = S
poweradd = -500
ctrl = 0
velset = 0,0
anim = 1739
sprpriority = 2

[State 915, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1853, 1]
type = VarAdd
trigger1 = AnimElemTime(2) = 1
v = 13
value = -1

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

[State 1872,2]
type = VelSet
trigger1 = AnimElemTime(2) > 1
trigger1 = AnimElemTime(5) < 10
trigger1 = Vel X < 0
x = Vel X * 0.9

[State 1872,2]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 0

[State 1853]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 1855
pos = 70,-50
postype = p1
size.xscale = 0.75
size.yscale = 0.75

[State 1853, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2003, 0


[State 1800, Effect];溜めエフェクト
type = Explod
trigger1 = time = 1
anim = 8203
scale = 0.25,0.25
postype = p1
pos = 92,-58
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1853, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;溜め砲撃の爆発

[Statedef 1855]
type = A
movetype = A
physics = N
anim = 8067
size.xscale = 10
size.yscale = 10

[State 1855, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1855,1]
type = hitdef
trigger1 = AnimElem = 1
attr = S, SP
damage    = 50
getpower =  0,0
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 0,0
hitsound   = 1000,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -4.3,-3
air.velocity = -0.5,-5.1
ground.cornerpush.veloff = 0
p2stateno = 11855
fall = 1
fall.recovertime = 80

[State 1857, 3]
type = pause
trigger1 = movecontact
persistent = 0
time = 20

[State 1855,2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;溜め砲撃-壁バウンド
[Statedef 11855];吹き飛ばし
type    = A
movetype = H
physics = N
veladd = 0,0

[State 11855,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 11855, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 11855

[State 11855, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 11855, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 11856

[Statedef 11856];吹き飛ばし
type    = A
movetype = H
physics = N

[State 11856,1]
type = Velset
trigger1 = time = 1 
x = 15 * Facing * enemy,Facing
y = -6

[State 11856,2]
type = VelAdd
trigger1 = time > 1
y = 0.3

[State 11856, ChangeState]
type = selfstate
trigger1 = time >= 23
trigger1 = Pos Y >= 0
value = 5100

[State 11856, 2]
type = ChangeState
triggerall = time > 1
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 11857

[Statedef 11857];壁バウンド
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 11857, 4]
type = PlaySnd
trigger1 = time = 1
value = F7, 0

[State 11857, Shake]
type = EnvShake
trigger1 = time  = 0
time = 20
freq = 60
ampl = 6

[State 11857,1]
type = Velset
trigger1 = time = 0
x = -Vel X / 3.5
y = -4.5

[State 11857,2]
type = VelAdd
trigger1 = time > 0
y = 0.3

[State 11857, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 11857, 3]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 11857, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 11857, ChangeState]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;ガンス-切り上げ派生
[Statedef 1742]
type    = S
movetype= A
physics = S
poweradd = 9
ctrl = 0
velset = 0,0
anim = 1742
sprpriority = 2

[State 1742, 1]
type = VelSet
trigger1 = AnimElemTime(8) <= 1
x = 3.5

[State 1742, 1]
type = VelSet
trigger1 = AnimElemTime(9) >= 1
trigger1 = AnimElemTime(12) <= 1
x = 2.5

[State 1742, 1]
type = VelSet
trigger1 = AnimElemTime(13) >= 1
trigger1 = AnimElemTime(15) <= 1
x = 1.5

[State 1742, 1]
type = VelSet
trigger1 = AnimElemTime(16) >= 2
trigger1 = AnimElemTime(18) <= 2
x = 1.0

[State 1742, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = heavy
damage    = 24
guardflag = MA
pausetime =  18 + (5 * Var(46)),18 + (5 * Var(46))
sparkno = S61130
sparkxy = -5,-20
hitsound   = S6110,2
guardsound = S6111,0
getpower = 18 * (1 + (Var(35)*0.5)),9
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
guard.slidetime = 10
guard.hittime = 10
air.hittime = 60     
air.type = Low
ground.velocity = -1.5,-4.7
air.velocity = -1.5,-4.2
fall = 1
fall.recovertime = 60

[State 1542, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1742, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8038 + random%4
scale = 0.25,0.25
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 1742, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 3 * (1 + (var(29) * 0.2))

[State 1742, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1561, 0

[State 1742, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ガンス-振り下ろし
[Statedef 1744]
type    = S
movetype= A
physics = S
poweradd = 11
ctrl = 0
velset = 0,0
anim = 1744
sprpriority = 2

[State 1743, 1]
type = VelSet
trigger1 = AnimElemTime(6) >= 1
trigger1 = AnimElemTime(11) <= 1
x = 2.5

[State 1743, 1]
type = VelSet
trigger1 = AnimElemTime(19) >= 1
trigger1 = AnimElemTime(27) <= 1
x = 1.0

[State 1743, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = heavy
damage    = 34
guardflag = MA
pausetime =  18 + (5 * Var(46)),18 + (5 * Var(46))
sparkno = S61130
sparkxy = -5,-20
hitsound   = S6110,2
guardsound = S6111,0
getpower = 22 * (1 + (Var(35)*0.5)),11
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
guard.slidetime = 16
guard.hittime = 16
air.hittime = 60     
air.type = Low
ground.velocity = -7.8,0
air.velocity = -4.8,-2.5
air.fall = 1
fall.recover = 0

[State 1543, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1743, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8038 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1743, Effect];叩きつけ砂埃
type = Explod
trigger1 = AnimElemTime(13) = 1
anim = 8050
scale = 0.5,0.5
postype = p1
pos = 50,0
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 1743, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 4 * (1 + (var(29) * 0.2))

[State 1743, 2]
type = PlaySnd
trigger1 = AnimElemTime(11) = 1
value = S2007, 0

[State 1743, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1561, 0

[State 1554, Shake]
type = EnvShake
trigger1 = AnimElemTime(11) = 1
time = 20
freq = 90
ampl = -3

[State 1743, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ランス-盾攻撃
[Statedef 1745]
type    = S
movetype= A
physics = S
poweradd = 9
ctrl = 0
velset = 0,0
anim = 1745
sprpriority = 2

;==========================================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) = 16 * (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)

[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 1745, 1]
type = VelSet
trigger1 = AnimElemTime(1) >= 1
trigger1 = AnimElemTime(4) <= 1
x = 3.0

[State 1745, 1]
type = VelSet
trigger1 = AnimElemTime(5) >= 1
trigger1 = AnimElemTime(8) <= 1
x = 2.0

[State 1745, 1]
type = VelSet
trigger1 = AnimElemTime(9) >= 1
trigger1 = AnimElemTime(12) <= 1
x = 1.0

[State 1745, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = Var(19)+fvar(18) < 100
attr = S, NA
animtype  = heavy
damage    = 26
guardflag = MA
pausetime = 18,18
sparkno = S61130
sparkxy = -5,-20
hitsound   = S6110,2
guardsound = S6111,0
getpower = 18 * (1 + (Var(35)*0.5)),9
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
guard.slidetime = 26
guard.hittime = 26
air.hittime = 60     
air.type = Low
ground.velocity = -5.6,0
air.velocity = -4.5,-1.5
air.fall = 1
fall.recovertime = 30

[State 1745, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = Var(19)+fvar(18) >= 100
attr = S, NA
animtype  = heavy
damage    = 26
guardflag = MA
pausetime = 18,18
sparkno = S61130
sparkxy = -5,-20
hitsound   = S6110,2
guardsound = S6111,0
getpower = 18 * (1 + (Var(35)*0.5)),9
ground.type = low
ground.slidetime = 35
ground.hittime  = 35
guard.slidetime = 26
guard.hittime = 26
air.hittime = 60     
air.type = Low
p2stateno = 13520
ground.velocity = -5.6,0
air.velocity = -4.5,-1.5
air.fall = 1
fall.recovertime = 30

[State 1745, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 4 * (1 + (var(29) * 0.2))

[State 1745, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1561, 0

[State 1745, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------