;切り下がり弱
[Statedef 900]
type    = S
movetype= A
physics = N
poweradd = 15
ctrl = 0
anim = 900
sprpriority = 2

[State 230, 0]
type = VelSet
trigger1 = AnimElem = 3
x = 4.5

[State 230, 0]
type = VelAdd
trigger1 = AnimElem = 7
x = -8

[State 230, 0]
type = VelSet
trigger1 = AnimElemTime(9) = 0
y = -2.0

[State 230, 0]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
y = 0.4


[State 900, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1110, 0

[State 900, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 33,6
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12 + (5 * Var(46)),12 + (5 * Var(46))
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 30 * (1 + (Var(35) * 0.5)),15
guardsound = S6111,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 24
guard.hittime = 24
ground.velocity = -2.7,-3.7
air.velocity = -2.7,-3.7
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 = 0.25,0.25
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 = 8030 + 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

;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 1554, Effect]
type = Explod
trigger1 = AnimElemTime(3) > 1
trigger1 = AnimElemTime(9) < 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 900, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 18 * (1 + (var(29) * 0.2))

[State 900, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time > 20
value = 901
ctrl = 1

;---------------------------------------------------------------------------
;切り下がり近-着地
[Statedef 901]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2


[State 901, Effect]
type = Explod
trigger1 = time > 0
trigger1 = time < 20
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 10,0
sprpriority = 3
ownpal = 1
removeongethit = 1


[State 901, 1]
type = VelSet
trigger1 = time = 0
y = 0

[State 901, 1]
type = VelSet
trigger1 = time < 20
x = -1 + (time / 40)

[State 901, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 901, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;切り下がり中
[Statedef 905]
type    = S
movetype= A
physics = N
poweradd = 18
ctrl = 0
anim = 905
sprpriority = 2

[State 230, 0]
type = VelSet
trigger1 = AnimElem = 3
x = 6

[State 230, 0]
type = VelAdd
trigger1 = AnimElem = 7
x = -9.5

[State 230, 0]
type = VelSet
trigger1 = AnimElemTime(9) = 0
y = -2.5

[State 230, 0]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
y = 0.4

[State 905, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1110, 0

[State 905, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 53,9
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12 + (5 * Var(46)),12 + (5 * Var(46))
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 36 * (1 + (Var(35) * 0.5)),18
guardsound = S6111,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 25
guard.hittime = 23
ground.velocity = -2.9,-3.7
air.velocity = -2.7,-3.7
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 = 0.25,0.25
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 = 8030 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-30
sprpriority = 3
ownpal = 1
removeongethit = 1
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 1554, Effect]
type = Explod
trigger1 = AnimElemTime(3) > 1
trigger1 = AnimElemTime(9) < 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 905, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 21 * (1 + (var(29) * 0.2))

[State 905, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time > 20
value = 906
ctrl = 1
;---------------------------------------------------------------------------
;切り下がり中-着地
[Statedef 906]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2


[State 906, Effect]
type = Explod
trigger1 = time > 0
trigger1 = time < 25
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 10,0
sprpriority = 3
ownpal = 1
removeongethit = 1


[State 906, 1]
type = VelSet
trigger1 = time = 0
y = 0

[State 906, 1]
type = VelSet
trigger1 = time < 25
x = -1 + (time / 50)

[State 906, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 906, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;切り下がり強
[Statedef 910]
type    = S
movetype= A
physics = N
poweradd = 20
ctrl = 0
anim = 910
sprpriority = 2

[State 230, 0]
type = VelSet
trigger1 = AnimElem = 3
x = 6

[State 230, 0]
type = VelAdd
trigger1 = AnimElem = 7
x = -12.0

[State 230, 0]
type = VelSet
trigger1 = AnimElemTime(9) = 0
y = -2.5

[State 230, 0]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
y = 0.4

[State 910, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1110, 0

[State 910, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 66,12
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12 + (5 * Var(46)),12 + (5 * Var(46))
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 40 * (1 + (Var(35) * 0.5)),20
guardsound = S6111,0
ground.type = low
ground.slidetime = 21
ground.hittime  = 26
guard.hittime = 26
ground.velocity = -3.6,-4.2
air.velocity = -3.6,-4.2
ground.cornerpush.veloff = 5
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 = 0.25,0.25
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 = 8030 + 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]
type = Explod
trigger1 = AnimElemTime(3) > 1
trigger1 = AnimElemTime(9) < 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 10,0
sprpriority = 3
ownpal = 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 920, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 25 * (1 + (var(29) * 0.2))

[State 910, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time > 20
value = 913
ctrl = 1
;---------------------------------------------------------------------------
;切り下がり強-着地
[Statedef 913]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2


[State 1554, Effect]
type = Explod
trigger1 = time > 0
trigger1 = time < 25
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 5+(time/10),0
sprpriority = 3
ownpal = 1
removeongethit = 1


[State 911, 1]
type = VelSet
trigger1 = time = 0
y = 0

[State 911, 1]
type = VelSet
trigger1 = time < 30
x = -1 + (time / 60)

[State 911, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 910, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;切り下がりEX
[Statedef 915]
type    = S
movetype= A
physics = N
poweradd = -500 * fvar(14)
ctrl = 0
anim = 915
sprpriority = 2

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

[State 230, 0]
type = VelSet
trigger1 = AnimElem = 3
x = 10

[State 230, 0]
type = VelAdd
trigger1 = AnimElem = 7
x = -18.0

[State 230, 0]
type = VelSet
trigger1 = AnimElemTime(9) = 0
y = -2.8

[State 230, 0]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
y = 0.7

[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 915, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1110, 0

[State 915, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 84,15
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12 + (5 * Var(46)),12 + (5 * Var(46))
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
guardsound = S6111,0
getpower = 0,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 24
guard.hittime = 24
ground.velocity = -3.7,-4.5
air.velocity = -3.7,-4.5
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 = 0.35,0.35
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 = 8030 + random%4
scale = 0.35,0.35
random = 20,20
postype = p2
pos = 0,-30
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 1554, Effect]
type = Explod
trigger1 = AnimElemTime(3) > 1
trigger1 = AnimElemTime(15) < 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 915, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 31 * (1 + (var(29) * 0.2))

[State 910, 3]
type = ChangeState
trigger1 = pos y >= 0
trigger1 = time > 20
value = 916
ctrl = 1
;---------------------------------------------------------------------------
;切り下がりEX-着地
[Statedef 916]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 2


[State 916, Effect]
type = Explod
trigger1 = time > 0
trigger1 = time < 25
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 10,0
sprpriority = 3
ownpal = 1
removeongethit = 1


[State 916, 1]
type = VelSet
trigger1 = time = 0
y = 0

[State 916, 1]
type = VelSet
trigger1 = time < 35
x = -1 + (time / 70)

[State 916, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 916, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------。
;突進斬り弱
[Statedef 920]
type    = S
movetype= A
physics = S
poweradd = 9
ctrl = 0
anim = 920
sprpriority = 2

[State 230, 0]
type = NotHitBy
trigger1 = AnimElemTime(1) = 1
value = , AP

[State 230, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 12

[State 230, 0]
type = VelSet
trigger1 = AnimElem = 11
x = 2

[State 920, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1120, 0

[State 920, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1120, 1

[State 920, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 18,4
animtype  = med
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61140
sparkxy = -5,-27
hitsound   = S6110,2
getpower = 9 * (1 + (Var(35) * 0.5)),5
guardsound = S6111,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 21
guard.hittime = 21
ground.velocity = -5.5,0
air.velocity = -5,-3
ground.cornerpush.veloff = 0
fall = 0
fall.recovertime = 100
yaccel = .44 

[State 920, 3]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
damage    = 34,8
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-27
hitsound   = S6110,2
getpower = 9 * (1 + (Var(35) * 0.5)),5
guardsound = S6111,0
ground.type = low
ground.slidetime = 22
ground.hittime  = 23
guard.hittime = 23
ground.velocity = -7,-0
air.velocity = -6.5,-3
ground.cornerpush.veloff = 0
fall = 0
fall.recovertime = 100
yaccel = .44 

[State 1554, Effect];ヒットエフェクト青1
type = Explod
trigger1 = MoveHit = 1
trigger1 = time <= 14
anim = 8026 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト1
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time <= 14
anim = 8030 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];ヒットエフェクト青2
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 15
anim = 8026 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト2
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time >= 15
anim = 8030 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 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% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 920, renki_gauge];練鬼ゲージ増加量1
type = VarAdd
trigger1 = MoveContact = 1
trigger1 = time <= 14
ignorehitpause = 1
persistent = 0
fvar(30) = 4.0 * (1 + (var(29) * 0.2))

[State 920, renki_gauge];練鬼ゲージ増加量2
type = VarAdd
trigger1 = MoveContact = 1
trigger1 = time >= 15
ignorehitpause = 1
persistent = 0
fvar(30) = 3.0 * (1 + (var(29) * 0.2))

[State 920, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------。
;突進斬り中
[Statedef 925]
type    = S
movetype= A
physics = S
poweradd = 10
ctrl = 0
anim = 921
sprpriority = 2

[State 230, 0]
type = NotHitBy
trigger1 = AnimElemTime(4) = 1
value = , AP

[State 230, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 15

[State 230, 0]
type = VelSet
trigger1 = AnimElem = 11
x = 2.3

[State 925, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1120, 0

[State 925, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1120, 1

[State 925, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 23,4
animtype  = med
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61140
sparkxy = -5,-27
hitsound   = S6110,2
getpower = 10 * (1 + (Var(35) * 0.5)),15
guardsound = S6111,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -5.7,0
air.velocity = -5.2,-3
ground.cornerpush.veloff = 0
fall.recovertime = 100
fall = 0
yaccel = .44 

[State 925, 3]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
damage    = 40,8
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-27
hitsound   = S6110,2
guardsound = S6111,0
ground.type = low
ground.slidetime = 23
ground.hittime  = 24
guard.hittime = 22
ground.velocity = -7.2,-0
air.velocity = -6.7,-3
ground.cornerpush.veloff = 0
fall.recovertime = 100
fall = 0
yaccel = .44 

[State 1554, Effect];ヒットエフェクト青1
type = Explod
trigger1 = MoveHit = 1
trigger1 = time <= 17
anim = 8026 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト1
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time <= 17
anim = 8030 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];ヒットエフェクト青2
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 18
anim = 8026 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト2
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time >= 18
anim = 8030 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 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% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 921, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
trigger1 = time <= 17
ignorehitpause = 1
persistent = 0
fvar(30) = 6 * (1 + (var(29) * 0.2))

[State 921, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
trigger1 = time >= 18
ignorehitpause = 1
persistent = 0
fvar(30) = 5 * (1 + (var(29) * 0.2))

[State 925, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------。
;突進斬り強
[Statedef 930]
type    = S
movetype= A
physics = S
poweradd = 11
ctrl = 0
anim = 922
sprpriority = 2

[State 230, 0]
type = NotHitBy
trigger1 = AnimElemTime(5) = 1
value = , AP

[State 230, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 18

[State 230, 0]
type = VelSet
trigger1 = AnimElem = 11
x = 2.6

[State 930, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1120, 0

[State 930, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = 1120, 1

[State 930, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 29,6
animtype  = med
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61140
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 22 * (1 + (Var(35) * 0.5)),11
guardsound = S6111,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 24
guard.hittime = 24
ground.velocity = -5.9,0
air.velocity = -5.4,-3
ground.cornerpush.veloff = 0
fall = 0
fall.recovertime = 100
yaccel = .44 

[State 930, 3]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
damage    = 47,9
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-27
hitsound   = S6110,2
guardsound = S6111,0
ground.type = low
ground.slidetime = 24
ground.hittime  = 30
guard.hittime = 22
ground.velocity = -7.6,-0
air.velocity = -7.1,-3
ground.cornerpush.veloff = 0
fall = 0
fall.recovertime = 100
yaccel = .44 


[State 1554, Effect];ヒットエフェクト青1
type = Explod
trigger1 = MoveHit = 1
trigger1 = time <= 20
anim = 8026 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト1
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time <= 20
anim = 8030 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];ヒットエフェクト青2
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 21
anim = 8026 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト2
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time >= 21
anim = 8030 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 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% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 920, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
trigger1 = time <= 20
ignorehitpause = 1
persistent = 0
fvar(30) = 8 * (1 + (var(29) * 0.2))

[State 920, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
trigger1 = time >= 21
ignorehitpause = 1
persistent = 0
fvar(30) = 6 * (1 + (var(29) * 0.2))

[State 930, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;突進斬りEX
[Statedef 935]
type    = S
movetype= A
physics = S
poweradd = -500 * fvar(14)
ctrl = 0
anim = 923
sprpriority = 2

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

[State 935, 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

[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 230, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 22

[State 230, 0]
type = VelSet
trigger1 = AnimElem = 11
x = 3

[State 920, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1120, 0

[State 935, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1120, 1

[State 935, 2]
type = HitDef
trigger1 = AnimElem = 7
trigger1 = enemynear,MoveType != A
attr = S, SA
damage    = 36,7
animtype  = med
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61140
sparkxy = -5,-30
hitsound   = S6110,2
guardsound = S6111,0
getpower = 0,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 25
guard.hittime = 25
ground.velocity = -3.0,0
air.velocity = -2.0,-1.5
ground.cornerpush.veloff = 0
fall = 1

[State 935, 2]
type = HitDef
trigger1 = AnimElem = 7
trigger1 = enemynear,MoveType = A
attr = S, SA
damage    = 36,7
animtype  = med
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61140
sparkxy = -5,-30
hitsound   = S6110,2
guardsound = S6111,0
getpower = 0,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 25
guard.hittime = 25
ground.velocity = -3.0,0
air.velocity = -2.0,-1.5
ground.cornerpush.veloff = 0
fall = 0

[State 935, 3]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage    = 55,11
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-27
hitsound   = S6110,2
guardsound = S6111,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
guard.hittime = 13
ground.velocity = -5,-0
air.velocity = -5,-3
ground.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト青1
type = Explod
trigger1 = MoveHit = 1
trigger1 = time <= 13
anim = 8026 + random%4
scale = 0.35,0.35
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト1
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time <= 13
anim = 8030 + random%4
scale = 0.35,0.35
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];ヒットエフェクト青2
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 14
anim = 8026 + random%4
scale = 0.35,0.35
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1554, Effect];斬撃エフェクト2
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time >= 14
anim = 8030 + random%4
scale = 0.35,0.35
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 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% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 920, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
trigger1 = time <= 13
ignorehitpause = 1
persistent = 0
fvar(30) = 10 * (1 + (var(29) * 0.2))

[State 920, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
trigger1 = time >= 14
ignorehitpause = 1
persistent = 0
fvar(30) = 9 * (1 + (var(29) * 0.2))

[State 935, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------。
;ハンマー弱
[Statedef 1200]
type    = S
movetype= A
physics = S
poweradd = 20
ctrl = 0
anim = 1200
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) = 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 1200, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 1

[State 1200, 1]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1200, 2]
type = HitDef
trigger1 = AnimElem = 9
trigger1 = Var(19)+fvar(18) < 100
trigger1 = enemynear,MoveType != H
attr = S, SA
damage    = 46,11
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
guardsound = 6,0
getpower = 40 * (1 + (Var(35) * 0.5)),20
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -2.1,-10.1
air.velocity = -2.1,-11.9
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1200, 2]
type = HitDef
trigger1 = AnimElem = 9
trigger1 = Var(19)+fvar(18) < 100
trigger1 = enemynear,MoveType = H
attr = S, SA
damage    = 46,11
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
guardsound = 6,0
getpower = 40 * (1 + (Var(35) * 0.5)),20
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -2.1,-10.1
air.velocity = -3.8,-7.2
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1200, 2]
type = HitDef
trigger1 = AnimElem = 9
trigger1 = Var(19)+fvar(18) >= 100
attr = S, SA
damage    = 46,11
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
guardsound = 6,0
getpower = 40 * (1 + (Var(35) * 0.5)),20
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
p2stateno = 13520
ground.velocity = -2.1,-10.1
air.velocity = -2.1,-11.9
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1200, 3]
type = PlaySnd
trigger1 = AnimElem = 12
value = 6100, 0

[State 1200, 4]
type = PlaySnd
trigger1 = AnimElem = 23
value = 6100, 1

[State 1200, Effect]
type = Explod
trigger1 = time = 22
anim = 6100
scale = 0.35,0.35
postype = p1
pos = -75,20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1200, Shake]
type = EnvShake
trigger1 = time = 22
time = 10
freq = 60
ampl = -4

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(3) > 1
trigger1 = AnimElemTime(8) < 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1200, 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 1200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------。
;ハンマー中
[Statedef 1201]
type    = S
movetype= A
physics = S
poweradd = 25
ctrl = 0
sprpriority = 2

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

[State 1201,ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 11201
trigger1 = Time = 0
value = 1201

[State 1201,HitOverride]
type = HitOverride
trigger1 = AnimElemTime(1) >= 1
trigger1 = AnimElemTime(23) <= 1
trigger1 = Var(18) > 0
attr = SCA,AA,AP,AT
stateno = 11201
ignorehitpause = 1
supermovetime = 99999
pausemovetn = 0

;==========================================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) = 22 * (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 1201, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 1

[State 1201, 1]
type = VelSet
trigger1 = AnimElem = 8
x = 3

[State 1201, 1]
type = VelSet
trigger1 = AnimElem = 12
x = 6

[State 1201, 2]
type = HitDef
trigger1 = !movecontact
trigger1 = Var(19)+fvar(18) < 100
trigger1 = enemy,MoveType != H
attr = S, SA
damage    = 76,15
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
getpower = 50 * (1 + (Var(35) * 0.5)),25
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -2.4,-10.5
air.velocity = -2.4,-12.3
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1201, 2]
type = HitDef
trigger1 = !movecontact
trigger1 = Var(19)+fvar(18) < 100
trigger1 = enemy,MoveType = H
attr = S, SA
damage    = 76,15
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
getpower = 50 * (1 + (Var(35) * 0.5)),25
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -2.4,-10.5
air.velocity = -4.2,-7.2
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1201, 2]
type = HitDef
trigger1 = !movecontact
trigger1 = Var(19)+fvar(18) >= 100
attr = S, SA
damage    = 76,15
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
getpower = 50 * (1 + (Var(35) * 0.5)),25
guardsound = 6,0
ground.type = low
p2stateno = 13520
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -2.4,-10.5
air.velocity = -4.2,-7.2
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1201, 3]
type = PlaySnd
trigger1 = AnimElem = 10
value = 6100, 0

[State 1201, 4]
type = PlaySnd
trigger1 = AnimElem = 22
value = 6100, 1

[State 1201, Effect]
type = Explod
trigger1 = time = 28
anim = 6100
scale = 0.40,0.40
postype = p1
pos = -75,20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1201, Shake]
type = EnvShake
trigger1 = time = 28
time = 13
freq = 65
ampl = -3

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(8) > 1
trigger1 = AnimElemTime(23) < 1
trigger1 = (GameTime% 7)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1201, 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 1201, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 11201];スーパーアーマー
type = U
movetype = U
physics = U

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

[State 11202, 3]
type = PlaySnd
trigger1 = time = 0
value = 1302, 0

[State 11202,1]
type = Pause
trigger1 = time = 0
time = 10

[State 11202, PalFX]
type = PalFX
trigger1 = 1
time = 10
ownpal = 1
framegap = 5
add = 80,80,80
sinadd = 64,64,64,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1


[State 11202, VelSet]
type = VelSet
trigger1 = Life = 0
x = GetHitVar(xvel)
y = GetHitVar(yvel)

[State 11202, End]
type = ChangeState
trigger1 = Life = 0
value = 5050

[State 11202, ChangeState]
type = ChangeState
trigger1 = time = 1
value = 1201
;---------------------------------------------------------------------------。
;ハンマー強
[Statedef 1202]
type    = S
movetype= A
physics = S
poweradd = 30
ctrl = 0
sprpriority = 2

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

[State 1201,ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 11202
trigger1 = Time = 0
value = 1202

[State 1201,HitOverride]
type = HitOverride
trigger1 = AnimElemTime(1) >= 1
trigger1 = AnimElemTime(23) <= 1
trigger1 = Var(18) > 0
attr = SCA,AA,AP,AT
stateno = 11202
ignorehitpause = 1
supermovetime = 99999
pausemovet = 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 = 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) = 30 * (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 1202, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 1

[State 1202, 1]
type = VelSet
trigger1 = time = 12
x = 7

[State 1202, 1]
type = VelSet
trigger1 = time = 16
x = 5

[State 1202, 1]
type = VelSet
trigger1 = time = 20
x = 3

[State 1202, 1]
type = VelSet
trigger1 = AnimElem = 11
x = 10


[State 1202, 2]
type = HitDef
trigger1 = !movecontact
trigger1 = Var(19)+fvar(18) < 100
trigger1 = enemy,MoveType != H
attr = S, SA
damage    = 104,20
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
getpower = 60 * (1 + (Var(35) * 0.5)),30
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -2.7,-11.9
air.velocity = -2.7,-13.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1202, 2]
type = HitDef
trigger1 = !movecontact
trigger1 = Var(19)+fvar(18) < 100
trigger1 = enemy,MoveType = H
attr = S, SA
damage    = 104,20
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
getpower = 60 * (1 + (Var(35) * 0.5)),30
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -2.7,-11.9
air.velocity = -4.9,-7.7
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1202, 2]
type = HitDef
trigger1 = AnimElem = 9
trigger1 = Var(19)+fvar(18) >= 100
attr = S, SA
damage    = 104,20
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
getpower = 60 * (1 + (Var(35) * 0.5)),30
guardsound = 6,0
ground.type = low
p2stateno = 13520
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -2.7,-11.9
air.velocity = -2.7,-13.5
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1202, 3]
type = PlaySnd
trigger1 = AnimElem = 12
value = 6100, 0

[State 1202, 4]
type = PlaySnd
trigger1 = AnimElem = 23
value = 6100, 1

[State 1202, Effect]
type = Explod
trigger1 = time = 40
anim = 6100
scale = 0.40,0.40
postype = p1
pos = -75,20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1202, Shake]
type = EnvShake
trigger1 = time = 40
time = 16
freq = 70
ampl = -6

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(8) > 1
trigger1 = AnimElemTime(23) < 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1202, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 7 * (1 + (var(29) * 0.2))

[State 1202, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 11202];スーパーアーマー
type = U
movetype = U
physics = U

[State 11202,SA];スーパーアーマー回数
type = VarAdd
trigger1 = time = 1
v = 18
Value = -1

[State 11202, 3]
type = PlaySnd
trigger1 = time = 0
value = 1302, 0

[State 11202,1]
type = Pause
trigger1 = time = 0
time = 10

[State 11202, PalFX]
type = PalFX
trigger1 = 1
time = 10
ownpal = 1
framegap = 5
add = 80,80,80
sinadd = 64,64,64,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 11202, VelSet]
type = VelSet
trigger1 = Life = 0
x = GetHitVar(xvel)
y = GetHitVar(yvel)

[State 11202, End]
type = ChangeState
trigger1 = Life = 0
value = 5050

[State 11202, ChangeState]
type = ChangeState
trigger1 = time = 1
value = 1202
;---------------------------------------------------------------------------。
;ハンマーEX
[Statedef 1204]
type    = S
movetype= A
physics = S
juggle = 5
poweradd = -500 * fvar(14)
ctrl = 0
anim = 1204
sprpriority = 2

[State 1204, 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

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
value = SCA
time = 6

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

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 2 || (Var(36) * fvar(15)) = 2
value = SCA
time = 12

[State 1205, 1-1]
type = VelSet
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X > 0
x= P2BodyDist X / 20

[State 1204, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 1

[State 1204,4]
type = changestate
trigger1 = AnimElem = 10
value = 1205


[Statedef 1205]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1205
sprpriority = 2

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

[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

[State 1205, 1-1]
type = VelSet
trigger1 = AnimElem = 1
trigger1 = P2BodyDist X > 0
x= P2BodyDist X / 30

[State 1205,4]
type = changestate
trigger1 = P2BodyDist X < 150
trigger2 = time = 180
value = 1206

[Statedef 1206]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1206
sprpriority = 2

[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

;==========================================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) = 28 * (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 1206, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = Var(19)+fvar(18) < 100
attr = S, SA
damage    = 97,20
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
getpower = 0,0
guardsound = 6,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -5.2,-11.5
air.velocity = -4.8,-12.9
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1206, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = Var(19)+fvar(18) >= 100
attr = S, SA
damage    = 97,20
animtype  = back
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61010
sparkxy = -5,-30
hitsound   = S6100,2
getpower = 0,0
guardsound = 6,0
ground.type = low
p2stateno = 13520
ground.slidetime = 20
ground.hittime  = 60
ground.velocity = -5.2,-11.5
air.velocity = -4.8,-12.9
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1205, 1-1]
type = VelSet
trigger1 = AnimElem = 1
x= P2BodyDist X / 10

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) > 1
trigger1 = AnimElemTime(6) < 1
trigger1 = (GameTime% 3)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1205, 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 1206, 3]
type = PlaySnd
trigger1 = AnimElem =1
value = 6100, 0

[State 1206, 4]
type = PlaySnd
trigger1 = AnimElem = 11
value = 6100, 1

[State 1206, Effect]
type = Explod
trigger1 = time = 11
anim = 6100
scale = 0.50,0.50
postype = p1
pos = -75,20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1206, Shake]
type = EnvShake
trigger1 = time = 11
time = 20
freq = 80
ampl = -8

[State 1206, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------。
;気刃斬り1
[Statedef 1210]
type    = S
movetype= A
physics = S
poweradd = 17
ctrl = 0
anim = 1210
sprpriority = 2

[State 1210, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = time = 1
fvar(30) = -10

[State 1210, 0]
type = VelSet
trigger1 = AnimElem = 3
x = 3

[State 1040, 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 1040, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1210, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage    = 24,5
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61120
sparkxy = -15,-30
hitsound   = S6110,2
getpower = 34 * (1 + (Var(35) * 0.5)),17
guardsound = S6111,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 35
air.slidetime = 90
air.hittime  = 90
ground.velocity = -3.9,0
air.velocity = -1.7,-6.7
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 60

[State 1554, Effect];ヒットエフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8022 + 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];練鬼斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8018 + 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 1210, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6110, 0

[State 1210, 4]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1110, 0

[State 1210, Effect]
type = Explod
trigger1 = time = 1
anim = 6110
scale = 0.6,0.6
postype = p1
pos = 0,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------。
;気刃斬り2
[Statedef 1211]
type    = S
movetype= A
physics = S
poweradd = 20
ctrl = 0
anim = 1211
sprpriority = 2

[State 1211, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = time = 1
fvar(30) = -15

[State 1211, 0]
type = VelSet
trigger1 = AnimElem = 11
x = 10

[State 1040, 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 1040, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1211, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage    = 34,7
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61110
sparkxy = -15,-30
hitsound   = S6110,2
getpower = 40 * (1 + (Var(35) * 0.5)),20
guardsound = S6111,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 30
air.slidetime = 90
air.hittime  = 90
ground.velocity = 4.7,-4
air.velocity = 4.7,-3.9
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.recovertime = 60

[State 1211, 3]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage    = 34,7
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61110
sparkxy = -15,-40
hitsound   = S6110,2
guardsound = S6111,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 33
ground.velocity = -8.7,0
air.velocity = -2.0,-4.1
air.fall = 1
fall.recovertime = 60

[State 1554, Effect];ヒットエフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8022 + 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]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1554, Effect];練鬼斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8018 + 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 1211, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6110, 0

[State 1211, 5]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1110, 0

[State 1211, Effect]
type = Explod
trigger1 = time = 1
anim = 6110
scale = 0.8,0.8
postype = p1
pos = 0,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1211, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------。
;気刃斬り3
[Statedef 1212]
type    = S
movetype= A
physics = S
poweradd = 30
ctrl = 0
anim = 1212
sprpriority = 2

[State 1212, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = time = 1
fvar(30) = -20

[State 1212, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 5

[State 1212, 0]
type = VelSet
trigger1 = AnimElem = 11
x = 3

[State 1212, 0]
type = VelSet
trigger1 = AnimElem = 15
x = 5

[State 1212, 0]
type = VelSet
trigger1 = AnimElem = 37
x = 7

[State 1040, 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 1040, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1212, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage    = 12,2
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61110
sparkxy = -20,-30
hitsound   = S6110,2
getpower = 40 * (1 + (Var(35) * 0.5)),10
guardsound = S6111,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.2, 0
air.velocity = -1.3,-3.8
ground.cornerpush.veloff = 0
fall.recovertime = 60
air.fall = 1


[State 1212, 3]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
damage    = 24,5
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61120
sparkxy = -15,-30
hitsound   = S6110,2
getpower = 40 * (1 + (Var(35) * 0.5)),10
guardsound = S6111,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -6.6,0
air.velocity = -1.6,-6.4
fall.recovertime = 60
air.fall = 1

[State 1212, 4]
type = HitDef
trigger1 = AnimElem = 35
attr = S, SA
damage    = 35,7
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61110
sparkxy = -15,-50
hitsound   = S6110,2
getpower = 100 * (1 + (Var(35) * 0.5)),10
guardsound = S6111,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 40
ground.velocity = -15.1,0
air.velocity = -4.7,-7.1
air.fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト1
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time < 20
anim = 8022 + 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];練鬼斬撃エフェクト1
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time < 20
anim = 8018 + 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];ヒットエフェクト2
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time > 20
trigger1 = time < 45
anim = 8022 + 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];練鬼斬撃エフェクト2
type = Explod
trigger1 = MoveHit = 1
trigger1 = time > 20
trigger1 = time < 45
anim = 8018 + 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];ヒットエフェクト3
type = Explod
trigger1 = MoveHit = 1
trigger1 = time > 45
anim = 8022 + 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];練鬼斬撃エフェクト3
type = Explod
trigger1 = MoveHit = 1 
trigger1 = time > 35
anim = 8018 + 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]
type = Explod
trigger1 = AnimElemTime(1) = 1
trigger2 = AnimElemTime(11) = 1
trigger3 = AnimElemTime(17) = 1
trigger4 = AnimElemTime(37) = 1
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1


[State 1212, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6110, 0

[State 1212, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1110, 0

[State 1212, 5]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1110, 0

[State 1212, 5]
type = PlaySnd
trigger1 = AnimElem = 35
value = 1110, 0

[State 1212, Effect]
type = Explod
trigger1 = time = 1
anim = 6110
scale = 0.9,0.9
postype = p1
pos = 0,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1212, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------。
;大回転しない斬り
[Statedef 1213]
type    = S
movetype= A
physics = S
poweradd = 100
ctrl = 0
anim = 1213
sprpriority = 2

[State 1554, Effect];ヒットエフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8022 + random%4
scale = 0.5,0.5
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];練鬼斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8018 + random%4
scale = 0.5,0.5
random = 20,20
postype = p2
pos = 0,-40
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1210, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = time = 1
fvar(30) = -35

[State 1210, renki_color_gauge];練鬼色ゲージ(白化)
type = VarSet
trigger1 = movecontact = 3
trigger1 = fvar(34) <= 0
fvar(34) =  5400

[State 1210, renki_color_gauge];練鬼色ゲージ(黄化)
type = VarSet
trigger1 = movecontact = 2
trigger1 = fvar(34) > 0
trigger1 = fvar(34) <= 5400
fvar(34) =  8400

[State 1210, renki_color_gauge];練鬼色ゲージ(赤化)
type = VarSet
trigger1 = movecontact = 1
trigger1 = fvar(34) > 5400
fvar(34) =  9600

[State 1040, 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 1040, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1213, 0]
type = VelSet
trigger1 = AnimElem = 15
x = 50

[State 1213, 1]
type = VelSet
trigger1 = AnimElem = 24
x = 10

[State 1213, 1]
type = VelSet
trigger1 = AnimElem = 29
x = 3


[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(15) = 1
trigger2 = AnimElemTime(24) > 1
trigger2 = AnimElemTime(32) < 1
trigger2 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1


[State 1213, 2]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
damage    = 83,16
animtype  = up
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61120
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 400 * (1 + (Var(35) * 0.5)),100
guardsound = S6111,0
ground.type = low
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0,-10.4
guard.velocity = -20
air.velocity = 0,-10
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1213, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6110, 0

[State 1213, 4]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1110, 0

[State 1213, Effect]
type = Explod
trigger1 = time = 1
anim = 6110
scale = 1.0,1.0
postype = p1
pos = 0,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1213, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------。
;キャンセル突き1
[Statedef 1300]
type    = S
movetype= A
physics = S
poweradd = 10
ctrl = 0
anim = 1300
sprpriority = 2

[State 1300, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage    = 62,12
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61120
sparkxy = -20,-45
hitsound   = S6110,2
getpower = 20 * (1 + (Var(35) * 0.5)),10
guardsound = S6111,0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
guard.hittime = 23
ground.velocity = -5.5,0
air.velocity = -5.5,-4.7
ground.cornerpush.veloff = 0

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 = 8030 + 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 1220, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0

[State 1220, 5]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1300,1

[State 1300, 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 1515,3]
type = hitoverride
trigger1 = time >= 7
trigger1 = time <= 25
trigger1 = Var(43) = 0
slot = 1
attr = SCA,NA,NP
stateno = 1302
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time <= 49
trigger1 = Var(43) = 0
slot = 2
attr = SCA,SA,SP
stateno = 1310
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time <= 49
trigger1 = Var(43) = 0
slot = 3
attr = SCA,HA,HP
stateno = 1311
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time >= 7
trigger1 = time <= 25
trigger1 = Var(43) = 1
slot = 1
attr = SCA,NA,NP,SA,SP
stateno = 1302
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time >= 7
trigger1 = time <= 25
trigger1 = Var(43) = 1
slot = 2
attr = SCA,HA,HP
stateno = 1306
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time >= 7
trigger1 = time <= 25
trigger1 = Var(43) = 2
slot = 1
attr = SCA,AA,AP
stateno = 1302
time = 1


[State 1300, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------。
;MAXカウンター
[Statedef 1301]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1301
sprpriority = 2

[State 1302, 1]
type = PowerAdd
trigger1 = time = 1
value = 25

[State 1302, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage    = 204,40
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 30,30
sparkno = S61120
sparkxy = -20,-45
hitsound   = S6110,2
getpower = 50 * (1 + (Var(35) * 0.5)),25
guardsound = S6111,0
ground.type = high
ground.slidetime = 25
ground.hittime  = 35
ground.velocity = -7.2,-5.2
air.velocity = -7.2,-5.2
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 = 0.40,0.40
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

[State 1301, 4]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 3
value = 1301,0

[State 1301, 5]
type = PlaySnd
trigger1 = AnimElem = 24
value = 1300,1

[State 1301, 6]
type = PlaySnd
trigger1 = AnimElem = 24
value = 1301,1

[State 1301, 7]
type = PlaySnd
trigger1 = AnimElem = 31
value = 1301,2

[State 1301, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 6 * (1 + (var(29) * 0.2))

[State 1515,3]
type = hitoverride
trigger1 = time <= 49
trigger1 = Var(43) = 0
slot = 1
attr = SCA,NA,NP
stateno = 1302
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time <= 49
trigger1 = Var(43) = 0
slot = 2
attr = SCA,SA,SP
stateno = 1310
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time <= 49
trigger1 = Var(43) = 0
slot = 3
attr = SCA,HA,HP
stateno = 1311
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time <= 49
trigger1 = Var(43) = 1
slot = 1
attr = SCA,NA,NP,SA,SP
stateno = 1302
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time <= 49
trigger1 = Var(43) = 1
slot = 2
attr = SCA,HA,HP
stateno = 1310
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time <= 49
trigger1 = Var(43) = 2
slot = 1
attr = SCA,AA,AP
stateno = 1302
time = 1

[State 1301, Effect_charge]
type = Explod
trigger1 = time = 1
anim = 6137
scale = 0.5,0.5
postype = p1
pos = -10,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1301, Effect_charge_max]
type = Explod
trigger1 = AnimElem = 24
anim = 6138
scale = 1.0,1.0
postype = p1
pos = -10,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1301, Effect_counter_max]
type = Explod
trigger1 = AnimElem = 28
anim = 6160
scale = 0.7,0.5
postype = p1
pos = 50,-41
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1301, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------。
;カウンター成立
[Statedef 1302]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1302
sprpriority = 2

[State 1302, 1]
type = StopSnd
trigger1 = AnimElem = 1
channel = 3

[State 1302, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,1

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

[State 1302, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1301,2

[State 1302, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 100,20
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 20,20
sparkno = S61120
sparkxy = -20,-45
hitsound   = S6110,2
getpower = 50 * (1 + (Var(35) * 0.5)),15
guardsound = S6111,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 35
ground.velocity = -5.8,-7.2
air.velocity = -5.8,-7.2
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 = 0.35,0.35
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


[State 1302, 6]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 20


[State 1302, 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 1301, Effect_counter_max]
type = Explod
trigger1 = AnimElem = 3
anim = 6160
scale = 0.7,0.5
postype = p1
pos = 50,-41
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1302, 5]
type = Pause
trigger1 = time = 0
time = 20

[State 1302, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------。
;カウンター成立-仰け反り1
[Statedef 1310]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1303
sprpriority = 2

[State 1746, 1]
type = LifeAdd
trigger1 = GetHitVar(damage)
value = -GetHitVar(damage)/4

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) > 1
trigger1 = AnimElemTime(20) < 1
trigger1 = (GameTime% 3)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 10,0
sprpriority = 3
ownpal = 1

[State 1310, 1]
type = VelAdd
trigger1 = time < 5
x = -1.2

[State 1310, 1]
type = StopSnd
trigger1 = AnimElem = 1
channel = 3

[State 1310, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1300,1

[State 1310, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1302,0

[State 1310, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 70,14
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 20,20
sparkno = S61120
sparkxy = -20,-45
hitsound   = S6110,2
getpower = 30 * (1 + (Var(35) * 0.5)),15
guardsound = S6111,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.guardtime  = 25
ground.velocity = -4.2,-3.2
air.velocity = -4.2,-3.2
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 20

[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

[State 1310, 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 1310, 5]
type = Pause
trigger1 = time = 0
time = 20

[State 1310, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------。
;カウンター成立-仰け反り2
[Statedef 1311]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1304
sprpriority = 2

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

[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 = 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 1311, 1]
type = StopSnd
trigger1 = AnimElem = 1
channel = 3

[State 1311, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1302,0

[State 1311, 5]
type = Pause
trigger1 = time = 0
time = 20

[State 1311, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

;キャンセル突きEX
[Statedef 1303]
type    = S
movetype= A
physics = S
poweradd = -500 * fvar(14)
ctrl = 0
anim = 1300
sprpriority = 2

[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

[State 1303, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1303, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage    = 65,12
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61120
sparkxy = -20,-45
hitsound   = S6110,2
guardsound = S6111,0
getpower = 0,0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
guard.hittime = 23
ground.velocity = -5.5,0
air.velocity = -5.5,-4.7
ground.cornerpush.veloff = 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

[State 1303, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0

[State 1303, 5]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1300,1

[State 1300, 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 1515,3]
type = hitoverride
trigger1 = time >= 7
trigger1 = time <= 25
trigger1 = Var(43) = 0
slot = 1
attr = SCA,NA,NP,SA,SP
stateno = 1305
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time >= 7
trigger1 = time <= 25
trigger1 = Var(43) = 0
slot = 2
attr = SCA,HA,HP
stateno = 1312
time = 1

[State 1303,3]
type = hitoverride
trigger1 = time >= 4
trigger1 = time <= 25
trigger1 = Var(43) > 0
attr = SCA,AA,AP,AT
stateno = 1305
time = 1

[State 1303, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------。
;MAXカウンターEX
[Statedef 1304]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1301
sprpriority = 2

[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

[State 1304, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage    = 220,44
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 30,30
sparkno = S61120
sparkxy = -20,-45
hitsound   = S6110,2
guardsound = S6111,0
getpower = 0,0
ground.type = high
ground.slidetime = 25
ground.hittime  = 45
guard.hittime = 45
ground.velocity = -7.2,-5.2
air.velocity = -7.2,-5.2
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 = 0.50,0.50
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 = 8030 + 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 1304, 4]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 3
value = 1301,0

[State 1304, 5]
type = PlaySnd
trigger1 = AnimElem = 24
value = 1300,1

[State 1304, 6]
type = PlaySnd
trigger1 = AnimElem = 24
value = 1301,1

[State 1304, 7]
type = PlaySnd
trigger1 = AnimElem = 31
value = 1301,2

[State 1304, 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 1515,3]
type = hitoverride
trigger1 = time <= 49
trigger1 = Var(43) = 0
slot = 1
attr = SCA,NA,NP,SA,SP
stateno = 1305
time = 1

[State 1515,3]
type = hitoverride
trigger1 = time <= 49
trigger1 = Var(43) = 0
slot = 2
attr = SCA,HA,HP
stateno = 1312
time = 1

[State 1303,3]
type = hitoverride
trigger1 = time <= 49
trigger1 = Var(43) > 0
attr = SCA,AA,AP,AT
stateno = 1305
time = 1

[State 1304, Effect_charge]
type = Explod
trigger1 = time = 1
anim = 6137
scale = 0.5,0.5
postype = p1
pos = -10,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1304, Effect_charge_max]
type = Explod
trigger1 = AnimElem = 24
anim = 6138
scale = 1.0,1.0
postype = p1
pos = -10,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1304, Effect_counter_max]
type = Explod
trigger1 = AnimElem = 28
anim = 6160
scale = 0.7,0.5
postype = p1
pos = 50,-41
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1304, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;カウンター成立EX
[Statedef 1305]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1302
sprpriority = 2

[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

[State 1305, 1]
type = StopSnd
trigger1 = AnimElem = 1
channel = 3

[State 1305, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,1

[State 1305, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1302,0

[State 1305, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1301,2

[State 1305, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 120,24
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 20,20
sparkno = S61120
sparkxy = -20,-45
hitsound   = S6110,2
guardsound = S6111,0
getpower = 0,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 35
guard.hittime = 35
ground.velocity = -5.2,-5.2
air.velocity = -5.2,-5.2
ground.cornerpush.veloff = 0
p2stateno = 11303
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

[State 1305, 6]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 20

[State 1305, 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 1305, Effect_counter_max]
type = Explod
trigger1 = AnimElem = 3
anim = 6160
scale = 0.7,0.5
postype = p1
pos = 50,-41
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1305, 5]
type = Pause
trigger1 = time = 0
time = 20

[State 1305, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------。
;EXカウンター成立-仰け反り
[Statedef 1312]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1303
sprpriority = 2

[State 1746, 1]
type = LifeAdd
trigger1 = GetHitVar(damage)
value = -GetHitVar(damage)/4

[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

[State 1312, 1]
type = VelAdd
trigger1 = time < 5
x = -1.2

[State 1312, 1]
type = StopSnd
trigger1 = AnimElem = 1
channel = 3

[State 1312, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1300,1

[State 1312, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1302,0

[State 1312, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 82,16
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 20,20
sparkno = S61120
sparkxy = -20,-45
hitsound   = S6110,2
getpower = 30 * (1 + (Var(35) * 0.5)),15
guardsound = S6111,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.guardtime  = 25
ground.velocity = -5.2,-3.7
air.velocity = -5.2,-3.7
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 20

[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

[State 1312, 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 1312, 5]
type = Pause
trigger1 = time = 0
time = 20

[State 1312, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;EXカウンター-バウンド
[Statedef 11303];吹き飛ばし
type    = A
movetype = H
physics = N
veladd = 0,0

[State 11303,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 11303, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 11303

[State 11303, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 11303, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 11304

[Statedef 11304];吹き飛ばし
type    = A
movetype = H
physics = N

[State 11304,1]
type = Velset
trigger1 = time = 1 
x = 15 * Facing * enemy,Facing
y = -6.5

[State 11304,2]
type = VelAdd
trigger1 = time > 1
y = 0.4

[State 11304, ChangeState]
type = selfstate
trigger1 = time >= 23
trigger1 = Pos Y >= 0
value = 5100

[State 11304, 2]
type = ChangeState
triggerall = time > 1
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 11305

[Statedef 11305];壁バウンド
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 1720, 4]
type = PlaySnd
trigger1 = time = 1
value = F7, 0

[State 11304, Shake]
type = EnvShake
trigger1 = time  = 0
time = 20
freq = 60
ampl = 6

[State 11304,1]
type = Velset
trigger1 = pos Y < -100
trigger1 = time = 0
x = -Vel X / 8.2
y = -5.5

[State 11304,1]
type = Velset
trigger1 = pos Y >= -100
trigger1 = time = 0
x = -Vel X / 8.2
y = -5.5 - ((100 + pos Y)/50)

[State 11304,2]
type = VelAdd
trigger1 = time > 0
y = 0.3

[State 11304, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 11304, 3]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 11304, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 11304, ChangeState]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;空中振り下ろし斬り弱
[Statedef 1705]
type    = A
movetype= A
physics = A
poweradd = 4
ctrl = 0
anim = 1705
sprpriority = 2

[State 1705, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1110, 0

[State 1705, 2]
type = VelSet
trigger1 = Time = 1
y = 0

[State 1705, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 24,5
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 15,15
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 9 * (1 + (Var(35) * 0.5)),4
guardsound = S6111,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 17 - (Pos Y / 80)
guard.hittime = 20
ground.velocity = -3.5,0
air.velocity = -3.5,4.5
air.fall = 1
fall.recovertime = 60

[State 1554, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 = 8030 + 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 1705, 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))

;---------------------------------------------------------------------------
;空中振り下ろし斬り中
[Statedef 1706]
type    = A
movetype= A
physics = A
poweradd = 5
ctrl = 0
anim = 1706
sprpriority = 2

[State 1706, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1110, 0

[State 1706, 2]
type = VelSet
trigger1 = Time = 1
y = -0.5

[State 1706, 2]
type = VelAdd
trigger1 = Time = 1
x = 2

[State 1706, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 28,5
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 15,15
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 10 * (1 + (Var(35) * 0.5)),5
guardsound = S6111,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 16
guard.hittime = 20
ground.velocity = -3.5,-0.5
air.velocity = -6.7,-0.9
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 = 0.25,0.25
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 = 8030 + 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 1706, 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 1706, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;空中振り下ろし斬り強
[Statedef 1707]
type    = A
movetype= A
physics = A
poweradd = 11
ctrl = 0
anim = 1707
sprpriority = 2

[State 1707, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1110, 0

[State 1707, 2]
type = VelSet
trigger1 = Time = 1
y = -0.5

[State 1707, 2]
type = VelAdd
trigger1 = Time = 1
x = 3.5

[State 1707, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 44,5
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 15,15
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 22 * (1 + (Var(35) * 0.5)),11
guardsound = S6111,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 16
guard.hittime = 20
ground.velocity = -4.5,0.5
air.velocity = -6.2,3.5
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 = 0.25,0.25
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 = 8030 + 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 1707, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 22 * (1 + (var(29) * 0.2))

[State 1707, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;空中振り下ろし斬りEX
[Statedef 1708]
type    = A
movetype= A
physics = A
poweradd = -500 * fvar(14)
ctrl = 0
anim = 1708
sprpriority = 2

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 0
value = SCA
time = 6

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

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 2 || (Var(36) * fvar(15)) = 2
value = SCA
time = 12


[State 1708, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1110, 0

[State 1303, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1708, 2]
type = VelSet
trigger1 = Time = 1
y = -0.5

[State 1708, 2]
type = VelAdd
trigger1 = Time = 1
x = P2BodyDist X / 30

[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

[State 1708, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 51,10
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 22,22
sparkno = S6113
sparkxy = -5,-300
hitsound   = S6110,2
getpower = 0,0
guardsound = S6111,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 16
p2stateno = 11707
guard.hittime = 20
ground.velocity = -3.5,-0.5
air.velocity = -6.7,-0.9
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

[State 1708, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 25 * (1 + (var(29) * 0.2))

[State 1708, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;空中振り下ろしEX-壁バウンド
[Statedef 11707];吹き飛ばし
type    = A
movetype = H
physics = N
veladd = 0,0

[State 11708,1]
type = Velset
trigger1 = time < 22
x = 0
y = 0

[State 11707, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 11707

[State 11709, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 1708, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 11708

[Statedef 11708];吹き飛ばし
type    = A
movetype = H
physics = N

[State 11708,1]
type = Velset
trigger1 = time = 1
x = 15 * Facing * enemy,Facing
y = -2

[State 11708,2]
type = VelAdd
trigger1 = time > 1
y = 0.2

[State 11708, ChangeState]
type = selfstate
trigger1 = time >= 23
trigger1 = Pos Y >= 0
value = 5100

[State 11708, 2]
type = ChangeState
triggerall = time > 1
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 11709

[Statedef 11709];壁バウンド
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 1720, 4]
type = PlaySnd
trigger1 = time = 1
value = F7, 0

[State 11709, Shake]
type = EnvShake
trigger1 = time  = 0
time = 20
freq = 60
ampl = 6

[State 11709,1]
type = Velset
trigger1 = time = 0
x = -Vel X / 9.0
y = -3.0

[State 11709,2]
type = VelAdd
trigger1 = time > 0
y = 0.3

[State 11709, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 11709, 3]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 11709, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 11709, ChangeState]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;斧-振り下ろし
[Statedef 1720]
type    = S
movetype= A
physics = S
poweradd = 17
ctrl = 0
anim = 1720

[State 1720, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = time = 1
fvar(30) = -15

[State 1720, 0]
type = VelSet
trigger1 = AnimElem = 10
x = 7

[State 1040, 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 1040, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1720, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 38,8
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61120
sparkxy = -15,-30
hitsound   = S6110,2
getpower =70 * (1 + (Var(35) * 0.5)),17
guardsound = S6111,0
ground.type = low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -6.1,0
air.velocity = -0.7,-5.5
air.fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8022 + 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];練鬼斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8018 + 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]
type = Explod
trigger1 = AnimElemTime(10) = 1
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1720, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6110, 0

[State 1720, 4]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1720, 0

[State 1720, Effect]
type = Explod
trigger1 = time = 1
anim = 6110
scale = 0.6,0.6
postype = p1
pos = 0,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1720, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;斧-振り上げ
[Statedef 1721]
type    = S
movetype= A
physics = S
poweradd = 15
ctrl = 0
anim = 1721

[State 1720, 0]
type = VelSet
trigger1 = AnimElem = 10
x = 7

[State 1721, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = time = 1
fvar(30) = -15

[State 1040, 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 1040, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1721, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 35,7
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61120
sparkxy = -15,-30
hitsound   = S6110,2
getpower = 30 * (1 + (Var(35) * 0.5)),15
guardsound = S6111,0
ground.type = high
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -1.5,-10.5
air.velocity = -1.5,-10.5
fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8022 + 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];練鬼斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8018 + 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 1721, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6110, 0

[State 1721, 4]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1720, 0

[State 1721, Effect]
type = Explod
trigger1 = time = 1
anim = 6110
scale = 0.7,0.7
postype = p1
pos = 0,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1721, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;斧-ダッシュ振り下ろし
[Statedef 1722]
type    = S
movetype= A
physics = S
poweradd = 17
ctrl = 0
anim = 1722

[State 1722, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = time = 1
fvar(30) = -15

[State 1722, 0]
type = VelSet
trigger1 = time >= 1
trigger1 = time <= 9
x = 4

[State 1722, 0]
type = VelSet
trigger1 = time = 10
x = 7

[State 1040, 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 1040, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1722, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 38,8
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = S61120
sparkxy = -15,-30
hitsound   = S6110,2
getpower = 70 * (1 + (Var(35) * 0.5)),17
guardsound = S6111,0
ground.type = low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -6.5,0
air.velocity = -0.7,-5.5
air.fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト
type = Explod
trigger1 = MoveHit = 1
anim = 8022 + 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]
type = Explod
trigger1 = AnimElemTime(1) > 1
trigger1 = AnimElemTime(15) < 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1554, Effect];練鬼斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1
anim = 8018 + 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 1722, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1720, 0

[State 1722, 4]
type = PlaySnd
trigger1 = AnimElem = 8
value = 6100, 0

[State 1722, Effect]
type = Explod
trigger1 = time = 1
anim = 6110
scale = 0.6,0.6
postype = p1
pos = 0,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1722, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;属性開放突き
[Statedef 1723]
type    = S
movetype= A
physics = S
poweradd = 110
ctrl = 0
anim = 1723

[State 1723, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = time = 1
fvar(30) = -10

[State 1723, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
fvar(30) = -2

[State 1723, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = AnimElem = 33
fvar(30) = -20

[State 1723, 0]
type = VelSet
trigger1 = AnimElem = 15
x = 5

[State 1723, 0]
type = VelSet
trigger1 = time >= 90 && time <= 99
x = -2.5 * fvar(32) * (1 + fvar(35))

[State 1723, 0]
type = VelSet
trigger1 = time >= 100 && time <= 109
x = -2 * fvar(32) * (1 + fvar(35))

[State 1723, 0]
type = VelSet
trigger1 = time >= 110 && time <= 119
x = -1.5 * fvar(32) * (1 + fvar(35))

[State 1723, 0]
type = VelSet
trigger1 = time >= 120 && time <= 129
x = -1 * fvar(32) * (1 + fvar(35))

[State 1040, 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 1040, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1723, 1];属性開放突き
type = HitDef
trigger1 = AnimElem = 16
trigger2 = AnimElem = 18
trigger3 = AnimElem = 20
trigger4 = AnimElem = 22
trigger5 = AnimElem = 24
trigger6 = AnimElem = 26
trigger7 = AnimElem = 28
trigger8 = AnimElem = 30
trigger9 = AnimElem = 32
trigger10 = AnimElem = 34
trigger11 = AnimElem = 36
attr = S, SA
damage    = 10 * (fvar(32) + fvar(35)),2 * (fvar(32) + fvar(35))
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 6,6
sparkno = S61120
sparkxy = -15,-30
hitsound   = S6110,2
getpower = 25 * (1 + (Var(35) * 0.5)),5
guardsound = S6111,0
ground.type = low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -0.5,-0.4
air.velocity = -0.3,-0.4
air.fall = 1
fall.recover = 0

[State 1723, 2];フィニッシュ
type = HitDef
trigger1 = AnimElem = 37
attr = S, SA
damage    = 267 * fvar(32) * (1 + fvar(35)),44 * fvar(32) * (1 + fvar(35))
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 30 * fvar(32) * (1 + fvar(35)),30 * fvar(32) * (1 + fvar(35))
sparkno = S61130
sparkxy = -5,-30
hitsound   = S1554,3
getpower = 250 * (1 + Var(35)),50
guardsound = S6111,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 16
p2stateno = 11723
guard.hittime = 20
ground.velocity = -3.5,-0.5
air.velocity = -6.7,-0.9
fall = 1
fall.recover = 0

[State 11724, Shake]
type = EnvShake
trigger1 = AnimElem = 38
time = 20
freq = 120
ampl = 16

[State 1554, Effect];属性開放エフェクト
type = Explod
trigger1 = time <= 91
trigger1 = movecontact = 1 
anim = 8016 + random%2
scale = 0.5 * fvar(32) * (1 + fvar(35)),0.5 * fvar(32) * (1 + fvar(35))
postype = p1
pos = 100,-55
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1554, Effect];ヒットエフェクト
type = Explod
trigger1 = time <= 91
trigger1 = MoveHit = 1 
anim = 8022 + random%4
scale = 0.5 * fvar(32) * (1 + fvar(35)),0.5 * fvar(32) * (1 + fvar(35))
random = 10,10
postype = p1
pos = 100,-50
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];練鬼斬撃エフェクト
type = Explod
trigger1 = time <= 91
trigger1 = MoveHit = 1 
anim = 8018 + random%4
scale = 0.5 * fvar(32) * (1 + fvar(35)),0.5 * fvar(32) * (1 + fvar(35))
random = 10,10
postype = p1
pos = 100,-50
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999

[State 1554, Effect];爆発エフェクト
type = Explod
trigger1 = AnimElem = 38
anim = 8015
scale = 1 * fvar(32) * (1 + fvar(35)),1 * fvar(32) * (1 + fvar(35))
postype = p1
pos = 110,-80
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1554, Effect]
type = Explod
trigger1 = time > 87 && time < 132
trigger1 = (GameTime% 3 )= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1723, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6110, 0

[State 1723, 4]
type = PlaySnd
trigger1 = AnimElem = 13
value = 1562, 0

[State 1723, 4]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1723, 0

[State 1723, 4]
type = PlaySnd
trigger1 = AnimElem = 37
value = 1723, 1

[State 1723, 4]
type = PlaySnd
trigger1 = AnimElem = 40
value = 1723, 2

[State 1723, Effect]
type = Explod
trigger1 = time = 1
anim = 6110
scale = 0.9,0.9
postype = p1
pos = 0,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1723, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;属性開放突き-壁バウンド
[Statedef 11723];吹き飛ばし
type    = A
movetype = H
physics = N
veladd = 0,0

[State 11723,1]
type = Velset
trigger1 = time < 30
x = 0
y = 0

[State 11723, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 11723

[State 11723, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 11723, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 11724

[Statedef 11724];吹き飛ばし
type    = A
movetype = H
physics = N

[State 11724,1]
type = Velset
trigger1 = time = 1 
x = 15 * Facing * enemy,Facing
y = -7

[State 11724,2]
type = VelAdd
trigger1 = time > 1
y = 0.3

[State 11724, ChangeState]
type = selfstate
trigger1 = time >= 23
trigger1 = Pos Y >= 0
value = 5100

[State 11724, 2]
type = ChangeState
triggerall = time > 1
trigger1 = BackEdgeBodyDist <= 5
trigger2 = FrontEdgeBodyDist <= 5
value = 11725

[Statedef 11725];壁バウンド
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 1720, 4]
type = PlaySnd
trigger1 = time = 1
value = F7, 0

[State 11724, Shake]
type = EnvShake
trigger1 = time  = 0
time = 20
freq = 60
ampl = 6

[State 11724,1]
type = Velset
trigger1 = time = 0
x = -Vel X / 3.5
y = -7.0

[State 11724,2]
type = VelAdd
trigger1 = time > 0
y = 0.3

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

[State 11724, 3]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

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

[State 11724, ChangeState]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;鬼人連斬
[Statedef 1730]
type    = A
movetype= A
physics = A
poweradd = 31
ctrl = 0
anim = 1730

[State 1722, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = time = 1
fvar(30) = -30

[State 1722, 0]
type = VelAdd
trigger1 = time = 1
y = -2

[State 1722, 0]
type = VelSet
trigger1 = movecontact > 0
trigger1 = movecontact < 10
trigger1 = time < 40
x = 1.0
y = -0.5

[State 1040, 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 1040, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1722, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 11
attr = S, SA
damage    = 24,4
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = S61120
sparkxy = -15,-30
hitsound   = S6110,2
getpower = 24 * (1 + (Var(35) * 0.5)),6
guardsound = S6111,0
ground.type = low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -0.5,-1
air.velocity = -0.5,-2.3
air.fall = 1
fall.recovertime = 40

[State 1722, 2]
type = HitDef
trigger1 = AnimElem = 14
trigger2 = AnimElem = 17
attr = S, SA
damage    = 19,4
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61120
sparkxy = -10,-5
hitsound   = S6110,2
getpower = 70 * (1 + (Var(35) * 0.5)),17
guardsound = S6111,0
ground.type = low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -0.5,-1
air.velocity = -0.5,-2.3
air.fall = 1
fall.recovertime = 40

[State 1722, 2]
type = HitDef
trigger1 = AnimElem = 22
trigger1 = enemy,backedgebodydist > 20
attr = S, SA
damage    = 58,10
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 15,15
sparkno = S61120
sparkxy = -15,-30
hitsound   = S6110,2
getpower = 92 * (1 + (Var(35) * 0.5)),23
guardsound = S6111,0
ground.type = low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -3.5,-6
air.velocity = -3.5,-6
air.fall = 1
fall.recover = 0

[State 1722, 2]
type = HitDef
trigger1 = AnimElem = 22
trigger1 = enemy,backedgebodydist <= 20
attr = S, SA
damage    = 52,10
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 15,15
sparkno = S61120
sparkxy = -15,-30
hitsound   = S6110,2
getpower = 92 * (1 + (Var(35) * 0.5)),23
guardsound = S6111,0
ground.type = low
ground.slidetime = 35
ground.hittime  = 35
ground.velocity = -3.5,-3
air.velocity = -3.5,-3
air.fall = 1
fall.recover = 0

[State 1554, Effect];ヒットエフェクト1
type = Explod
trigger1 = MoveHit = 1
trigger1 = time < 13
anim = 8022 + 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];ヒットエフェクト2
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 13
trigger1 = time < 21
anim = 8022 + 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];ヒットエフェクト3
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 21
trigger1 = time < 29
anim = 8022 + 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];ヒットエフェクト4
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 29
trigger1 = time < 39
anim = 8022 + 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];ヒットエフェクト5
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 40
anim = 8022 + 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];練鬼斬撃エフェクト1
type = Explod
trigger1 = MoveHit = 1
trigger1 = time < 13
anim = 8018 + 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];練鬼斬撃エフェクト2
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 13
trigger1 = time < 21
anim = 8018 + 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];練鬼斬撃エフェクト3
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 21
trigger1 = time < 29
anim = 8018 + 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];練鬼斬撃エフェクト4
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 29
trigger1 = time < 39
anim = 8018 + 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];練鬼斬撃エフェクト5
type = Explod
trigger1 = MoveHit = 1
trigger1 = time >= 40
anim = 8018 + 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 1722, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6110, 0

[State 925, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 19
trigger5 = AnimElem = 28
value = 1120, 0


[State 1722, Effect];練鬼エフェクト
type = Explod
trigger1 = time = 1
anim = 6110
scale = 0.7,0.7
postype = p1
pos = 0,-20
sprpriority = 0
ownpal = 1
bindtime = -1
removeongethit = 1

[State 1722, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;片手剣-飛び込み斬り近
[Statedef 1750]
type    = A
movetype= A
physics = N
poweradd = 10
ctrl = 0
anim = 1750
sprpriority = 2

[State 1750, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1750, 2

[State 1750, 2]
type = VelAdd
trigger1 = AnimElemTime(3) = 1
x = 1

[State 1750, 2]
type = VelAdd
trigger1 = AnimElemTime(3) >= 1
y = 0.7

[State 1750, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 32,6
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 20 * (1 + (Var(35) * 0.5)),10
guardsound = S6111,0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
guard.hittime = 26
ground.velocity = -4.5,0
air.velocity = -2.2,-1.5
air.fall = 1
fall.recovertime = 30

[State 1750, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 1750, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + 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 1750, 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 1750, 1-2];着地位置リセット
type = PosSet
trigger1 = pos Y >= 0
y = 0

[State 1750, 3]
type = ChangeState
trigger1 = pos Y >= 0
value = 1755
;---------------------------------------------------------------------------
;片手剣-飛び込み斬り中
[Statedef 1751]
type    = A
movetype= A
physics = N
poweradd = 10
ctrl = 0
anim = 1751
sprpriority = 2

[State 1751, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1750, 2

[State 1751, 2]
type = VelAdd
trigger1 = AnimElemTime(3) = 1
x = 4.0

[State 1751, 2]
type = VelAdd
trigger1 = AnimElemTime(3) >= 1
y = 0.6

[State 1751, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 32,6
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 20 * (1 + (Var(35) * 0.5)),10
guardsound = S6111,0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
guard.hittime = 26
ground.velocity = -4.5,0
air.velocity = -2.2,-1.5
air.fall = 1
fall.recovertime = 30

[State 1751, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 1751, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + 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 1751, 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 1751, 1-2];着地位置リセット
type = PosSet
trigger1 = pos Y >= 0
y = 0

[State 1751, 3]
type = ChangeState
trigger1 = pos Y >= 0
value = 1755
;---------------------------------------------------------------------------
;片手剣-飛び込み斬り遠
[Statedef 1752]
type    = A
movetype= A
physics = N
poweradd = 10
ctrl = 0
anim = 1752
sprpriority = 2

[State 1752, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1750, 2

[State 1752, 2]
type = VelAdd
trigger1 = AnimElemTime(3) = 1
x = 5.0

[State 1752, 2]
type = VelAdd
trigger1 = AnimElemTime(3) >= 1
y = 0.5

[State 1752, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 32,6
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 40 * (1 + (Var(35) * 0.5)),10
guardsound = S6111,0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
guard.hittime = 26
ground.velocity = -4.5,0
air.velocity = -2.2,-1.5
air.fall = 1
fall.recovertime = 30

[State 1752, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 1752, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + 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 1752, 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 1752, 1-2];着地位置リセット
type = PosSet
trigger1 = pos Y >= 0
y = 0

[State 1752, 3]
type = ChangeState
trigger1 = pos Y >= 0
value = 1755
;---------------------------------------------------------------------------
;片手剣-飛び込み斬り-着地
[Statedef 1755]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1755
sprpriority = 2

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = F120
scale = 0.7,0.7
postype = p1
pos = 40,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1750, 1-2];着地位置リセット
type = PosSet
trigger1 = Time = 0
y = 0

[State 1750, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1755, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;片手-飛び込み斬り-下段派生1
[Statedef 1756]
type    = S
movetype= A
physics = S
poweradd = 7
ctrl = 0
anim = 1756
sprpriority = 2

[State 1772, 2]
type = VelSet
trigger1 = AnimElemTime(8) = 1
x = 3

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

[State 1756, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1750, 1

[State 1756, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 20,5
animtype  = back
hitflag = MAF
guardflag = L
pausetime = 0,0
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 15 * (1 + (Var(35) * 0.5)),7
guardsound = S6111,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 26
guard.hittime = 16
ground.velocity = -0.5,-5.6
air.velocity = -0.5,-5.6
ground.cornerpush.veloff = 0
p2stateno = 11757
fall = 1
fall.recover = 0

[State 1857, 3]
type = pause
trigger1 = movecontact
persistent = 0
time = 12

[State 1756, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 1756, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + 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 1756, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 1 * (1 + (var(29) * 0.2))

[State 1756, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1757


;---------------------------------------------------------------------------
;片手-飛び込み斬り-下段派生2
[Statedef 1757]
type    = S
movetype= A
physics = S
poweradd = 10
ctrl = 0
anim = 1757
sprpriority = 2

[State 1757, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1750, 2

[State 1750, 2]
type = VelSet
trigger1 = AnimElemTime(4) >= 1
trigger1 = AnimElemTime(6) <= 1
x = 5

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1757, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 22,5
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 20 * (1 + (Var(35) * 0.5)),10
guardsound = S6111,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 26
guard.hittime = 16
ground.velocity = -2.1,-7.7
air.velocity = -2.1,-7.7
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 120

[State 1757, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 1757, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + 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 1757, 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 1757, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 11757];切り上げ
type    = A
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 11757,1]
type = Velset
trigger1 = time = 1
x = 0
y = 0

[State 11757, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5070

[State 11757, 3]
type = ChangeState
trigger1 = 1
value = 11758

[Statedef 11758];
type    = A
movetype = H
physics = N

[State 11758,1]
type = Velset
trigger1 = time = 1
x = 10 * Facing * enemy,Facing
y = 20

[State 11758,1]
type = Velset
trigger1 = time < 20
trigger1 = Pos Y >= 0
x = 0.5 * Facing * enemy,Facing
y = -5

[State 11758,2]
type = VelAdd
trigger1 = time > 5
y = 0.4

[State 11758, ChangeState]
type = selfstate
trigger1 = time > 20
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;片手-飛び込み斬り-下段派生-フィニッシュ
[Statedef 1758]
type    = S
movetype= A
physics = S
poweradd = 12
ctrl = 0
anim = 1758
sprpriority = 2

[State 1758, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1750, 2

[State 1750, 2]
type = VelSet
trigger1 = AnimElemTime(11) >= 1
trigger1 = AnimElemTime(13) <= 1
x = 20

[State 1750, 2]
type = VelSet
trigger1 = AnimElemTime(14) >= 1
trigger1 = AnimElemTime(15) <= 1
x = 10

[State 1750, 2]
type = VelSet
trigger1 = AnimElemTime(16) >= 1
trigger1 = AnimElemTime(18) <= 1
x = 5

[State 1758, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 62,12
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 25 * (1 + (Var(35) * 0.5)),12
guardsound = S6111,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 26
guard.hittime = 16
ground.velocity = -7.2,-3.1
air.velocity = -7.2,-3.1
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1758, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 1758, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + 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 1758, 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 1758, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;片手-飛び込み斬り-盾派生1
[Statedef 1759]
type    = S
movetype= A
physics = S
poweradd = 12
ctrl = 0
anim = 1759
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) = 12 * (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 1759, 2]
type = VelSet
trigger1 = AnimElemTime(6) >= 1
trigger1 = AnimElemTime(10) <= 1
x = 3

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(6) >= 1
trigger1 = AnimElemTime(10) <= 1
trigger1 = (GameTime% 7)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1759, 2]
type = VelSet
trigger1 = AnimElemTime(11) >= 1
trigger1 = AnimElemTime(13) <= 1
x = 1

[State 1759, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) < 100
attr = S, SA
damage    = 22,5
animtype  = Light
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S1755, 0
getpower = 24 * (1 + (Var(35) * 0.5)),12
guardsound = S6111,0
ground.type = low
ground.slidetime = 26
ground.hittime  = 26
guard.hittime = 20
ground.velocity = -6.5,0
air.velocity = -2.5,-3.4
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20

[State 1759, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) >= 100
attr = S, SA
damage    = 22,5
animtype  = Light
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S1755, 0
getpower = 24 * (1 + (Var(35) * 0.5)),12
guardsound = S6111,0
ground.type = low
p2stateno = 13520
ground.slidetime = 26
ground.hittime  = 26
guard.hittime = 20
ground.velocity = -6.5,0
air.velocity = -2.5,-3.4
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20

[State 1759, Effect];打撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 6101
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 1759, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 1 * (1 + (var(29) * 0.2))

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElemTime(5) = 1
value = S1561, 0

[State 1759, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1760
;---------------------------------------------------------------------------
;片手-飛び込み斬り-盾派生2
[Statedef 1760]
type    = S
movetype= A
physics = S
poweradd = 14
ctrl = 0
anim = 1760
sprpriority = 2

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = S1561, 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 = 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) = 15 * (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 1760, 2]
type = VelSet
trigger1 = AnimElemTime(2) = 1
x = 15

[State 1760, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 5

[State 1760, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 2
x = 4

[State 1760, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 3
x = 3

[State 1760, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 4
x = 2

[State 1760, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 5
x = 1


[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(2) >= 1
trigger1 = AnimElemTime(5) <= 5
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1


[State 1760, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) < 100
attr = S, SA
damage    = 37,7
animtype  = Heavy
hitflag = MAF
guardflag = LHA
pausetime = 15,15
sparkno = S61130
sparkxy = -5,-30
hitsound   = S1754, 0
getpower = 28 * (1 + (Var(35) * 0.5)),14
guardsound = S6111,0
ground.type = low
ground.slidetime = 37
ground.hittime  = 37
guard.hittime = 28
ground.velocity = -11.5,0
air.velocity = -7.5,-3.4
air.fall = 1
fall.recovertime = 25

[State 1760, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) >= 100
attr = S, SA
damage    = 37,7
animtype  = Heavy
hitflag = MAF
guardflag = LHA
pausetime = 15,15
sparkno = S61130
sparkxy = -5,-30
hitsound   = S1754, 0
getpower = 28 * (1 + (Var(35) * 0.5)),14
guardsound = S6111,0
ground.type = low
p2stateno = 13520
ground.slidetime = 37
ground.hittime  = 37
guard.hittime = 28
ground.velocity = -7.5,0
air.velocity = -7.5,-3.4
air.fall = 1
fall.recovertime = 25

[State 1760, Effect];打撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 6101
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 1760, 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 1760, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;片手-飛び込み斬り-連撃派生
[Statedef 1761]
type    = S
movetype= A
physics = S
poweradd = 16
ctrl = 0
anim = 1761
sprpriority = 2

[State 1761, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1750, 1

[State 1761, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = S1750, 1

[State 1761, 1]
type = PlaySnd
trigger1 = AnimElem = 22
value = S1750, 1

[State 1761, 2]
type = VelSet
trigger1 = AnimElemTime(1) = 1
x = 3

[State 1761, 2]
type = VelSet
trigger1 = AnimElemTime(12) = 1
x = 3

[State 1761, 2]
type = VelSet
trigger1 = AnimElemTime(23) = 1
x = 15

[State 1761, 2]
type = VelSet
trigger1 = AnimElemTime(24) = 1
x = 3

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) >= 1
trigger1 = AnimElemTime(27) <= 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1761, 2];斬撃1
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 12,2
animtype  = Light
hitflag = MAF
guardflag = LHA
pausetime = 8,8
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 10 * (1 + (Var(35) * 0.5)),5
guardsound = S6111,0
ground.type = low
ground.slidetime = 24
ground.hittime  = 24
guard.hittime = 24
ground.velocity = -1.5,0
air.velocity = -1.2,-3.4
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20

[State 1761, 2];斬撃2
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage    = 15,3
animtype  = Low
hitflag = MAF
guardflag = LHA
pausetime = 8,8
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 10 * (1 + (Var(35) * 0.5)),5
guardsound = S6111,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 20
ground.velocity = -2.5,0
air.velocity = -1.5,-3.7
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20

[State 1761, 2];斬撃3
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA
damage    = 18,3
animtype  = Heavy
hitflag = MAF
guardflag = LHA
pausetime = 8,8
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 12 * (1 + (Var(35) * 0.5)),6
guardsound = S6111,0
ground.type = low
ground.slidetime = 36
ground.hittime  = 36
guard.hittime = 28
ground.velocity = -2.5,0
air.velocity = -1.5,-3.7
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20

[State 1761, Effect];ヒットエフェクト青1
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(6) <= 1
anim = 8026 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1761, Effect];斬撃エフェクト1
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(6) <= 1
anim = 8030 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1761, Effect];ヒットエフェクト青2
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(6) > 1
trigger1 = AnimElemTime(17) <= 1
anim = 8026 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1761, Effect];斬撃エフェクト2
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(6) > 1
trigger1 = AnimElemTime(17) <= 1
anim = 8030 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1761, Effect];ヒットエフェクト青3
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(22) > 1
anim = 8026 + 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 1761, Effect];斬撃エフェクト3
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(22) > 1
anim = 8030 + 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 1761, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 1 * (1 + (var(29) * 0.2))

[State 1761, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;片手-飛び込み斬り-連撃派生2
[Statedef 1762]
type    = S
movetype= A
physics = S
poweradd = 14
ctrl = 0
anim = 1762
sprpriority = 2

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElemTime(10) = 1
value = S1561, 0

;==========================================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) = 15 * (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
trigger1 = AnimElemTime(17) <= 1
var(19) = fvar(18)

[State 1204, 2]
type = PlaySnd
trigger1 = MoveHit = 1
trigger1 = AnimElemTime(17) <= 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
trigger1 = AnimElemTime(17) <= 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 = AnimElemTime(17) <= 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 = AnimElemTime(17) <= 1
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 = AnimElemTime(17) <= 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 1762, 1]
type = PlaySnd
trigger1 = AnimElem = 18
value = S1750, 2

[State 1762, 2]
type = VelSet
trigger1 = AnimElemTime(13) = 1
x = 8

[State 1762, 2]
type = VelSet
trigger1 = AnimElemTime(14) = 1
x = 3

[State 1762, 2]
type = VelSet
trigger1 = AnimElemTime(19) = 1
x = 8

[State 1762, 2]
type = VelSet
trigger1 = AnimElemTime(21) = 1
x = 3


[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(13) >= 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
removeongethit = 1


[State 1762, 2];盾殴り
type = HitDef
trigger1 = AnimElem = 1
trigger1 = Var(19)+fvar(18) < 100
attr = S, SA
damage    = 31,6
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S1755, 0
getpower = 12 * (1 + (Var(35) * 0.5)),6
guardsound = S6111,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 12
ground.velocity = -1.5,0
air.velocity = -1.2,-3.4
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20


[State 1762, 2];盾殴り
type = HitDef
trigger1 = AnimElem = 1
trigger1 = Var(19)+fvar(18) >= 100
attr = S, SA
damage    = 31,6
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S1755, 0
getpower = 12 * (1 + (Var(35) * 0.5)),6
guardsound = S6111,0
ground.type = low
p2stateno = 13520
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 12
ground.velocity = -1.5,0
air.velocity = -1.2,-3.4
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20


[State 1762, 2];斬撃
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA
damage    = 43,8
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 15 * (1 + (Var(35) * 0.5)),8
guardsound = S6111,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 20
ground.velocity = -4.5,-3.5
air.velocity = -4.3,-3.1
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1762, Effect];打撃エフェクト1
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(17) > 1
anim = 6101
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 1761, Effect];ヒットエフェクト青2
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(17) <= 1
anim = 8026 + 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 1762, Effect];斬撃エフェクト2
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(17) <= 1
anim = 8030 + 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 1762, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 1 * (1 + (var(29) * 0.2))

[State 1762, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;片手剣-飛び込み斬りEX-振りかぶり
[Statedef 1765]
type    = A
movetype= A
physics = N
poweradd = -500 * fvar(14)
ctrl = 0
anim = 1765
sprpriority = 2

[State 1765, 2]
type = VelSet
trigger1 = Time = 1
y = 4 - P2BodyDist X / 50

[State 1765, 2]
type = Veladd
trigger1 = time > 1
y = 0.3

[State 1765, 2]
type = VelSet
trigger1 = Time = 1
x = 2 + P2BodyDist X / 35

[State 1765, 1-2];着地位置リセット
type = PosSet
trigger1 = pos Y >= 0
y = 0

[State 1224, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = 1
time = 20
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


[State 1765, 3]
type = ChangeState
trigger1 = P2BodyDist X < 80
trigger1 = time >= 7
value = 1766

[State 1765, 3]
type = ChangeState
trigger1 = pos Y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;片手剣-飛び込み斬りEX-攻撃
[Statedef 1766]
type    = A
movetype= A
physics = N
poweradd = 0
ctrl = 0
anim = 1766
sprpriority = 2

[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

[State 1765, 2]
type = Veladd
trigger1 = time > 1
y = 1.1

[State 1766, 1]
type = PlaySnd
trigger1 = Time = 0
value = S1750, 2

[State 1766, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 34,6
animtype  = back
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = S6111,0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
guard.hittime = 26
ground.velocity = -4.5,0
air.velocity = -2.2,-1.5
air.fall = 1
fall.recovertime = 30

[State 1766, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 1766, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + 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 1766, 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 1766, 1-2];着地位置リセット
type = PosSet
trigger1 = pos Y >= 0
y = 0

[State 1766, 3]
type = ChangeState
trigger1 = pos Y >= 0
value = 1767



;---------------------------------------------------------------------------
;片手剣-飛び込み斬りEX-着地
[Statedef 1767]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1767
sprpriority = 2

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[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

[State 1767, 1-2];着地位置リセット
type = PosSet
trigger1 = Time = 0
y = 0

[State 1767, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1767, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;片手-飛び込み斬りEX-連撃
[Statedef 1770]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1770
sprpriority = 2

[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

[State 1770, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1750, 1

[State 1770, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = S1750, 1

[State 1770, 1]
type = PlaySnd
trigger1 = AnimElem = 22
value = S1750, 1

[State 1761, 2]
type = VelSet
trigger1 = AnimElemTime(1) = 1
x = 3

[State 1761, 2]
type = VelSet
trigger1 = AnimElemTime(12) = 1
x = 3

[State 1770, 2]
type = VelSet
trigger1 = AnimElemTime(23) = 1
x = 19

[State 1770, 2]
type = VelSet
trigger1 = AnimElemTime(24) = 1
x = 3

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) >= 1
trigger1 = AnimElemTime(27) <= 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1770, 2];斬撃1
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 16,3
animtype  = Light
hitflag = MAF
guardflag = LHA
pausetime = 8,8
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = S6111,0
ground.type = low
ground.slidetime = 24
ground.hittime  = 24
guard.hittime = 24
ground.velocity = -1.5,0
air.velocity = -1.2,-3.4
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20

[State 1770, 2];斬撃2
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage    = 17,3
animtype  = Low
hitflag = MAF
guardflag = LHA
pausetime = 8,8
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = S6111,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 20
ground.velocity = -2.5,0
air.velocity = -1.5,-3.7
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20

[State 1770, 2];斬撃3
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA
damage    = 21,4
animtype  = Heavy
hitflag = MAF
guardflag = LHA
pausetime = 8,8
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = S6111,0
ground.type = low
ground.slidetime = 36
ground.hittime  = 36
guard.hittime = 28
ground.velocity = -2.5,0
air.velocity = -1.5,-3.7
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20

[State 1770, Effect];ヒットエフェクト青1
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(6) <= 1
anim = 8026 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1770, Effect];斬撃エフェクト1
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(6) <= 1
anim = 8030 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1770, Effect];ヒットエフェクト青2
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(6) > 1
trigger1 = AnimElemTime(17) <= 1
anim = 8026 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1770, Effect];斬撃エフェクト2
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(6) > 1
trigger1 = AnimElemTime(17) <= 1
anim = 8030 + random%4
scale = 0.25,0.25
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1770, Effect];ヒットエフェクト青3
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(22) > 1
anim = 8026 + 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 1770, Effect];斬撃エフェクト3
type = Explod
trigger1 = MoveHit = 1 
trigger1 = AnimElemTime(22) > 1
anim = 8030 + 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 1770, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 1 * (1 + (var(29) * 0.2))

[State 1770, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;片手-飛び込み斬りEX-盾派生1
[Statedef 1771]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1771
sprpriority = 2

[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

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElemTime(5) = 1
value = S1561, 0
;==========================================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) = 14 * (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 1771, 2]
type = VelSet
trigger1 = AnimElemTime(6) >= 1
trigger1 = AnimElemTime(10) <= 1
x = 3

[State 1771, 2]
type = VelSet
trigger1 = AnimElemTime(11) >= 1
trigger1 = AnimElemTime(13) <= 1
x = 1

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(6) >= 1
trigger1 = AnimElemTime(15) <= 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1771, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) < 100
attr = S, SA
damage    = 26,5
animtype  = Light
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S1755, 0
getpower = 0,0
guardsound = S6111,0
ground.type = low
ground.slidetime = 26
ground.hittime  = 26
guard.hittime = 20
ground.velocity = -6.5,0
air.velocity = -2.5,-3.4
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20

[State 1771, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) >= 100
attr = S, SA
damage    = 26,5
animtype  = Light
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S1755, 0
getpower = 0,0
guardsound = S6111,0
ground.type = low
p2stateno = 13520
ground.slidetime = 26
ground.hittime  = 26
guard.hittime = 20
ground.velocity = -6.5,0
air.velocity = -2.5,-3.4
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 20

[State 1771, Effect];打撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 6101
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 1771, 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 1771, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1772
;---------------------------------------------------------------------------
;片手-飛び込み斬りEX-盾派生2
[Statedef 1772]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1772
sprpriority = 2

[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

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = S1561, 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 = 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) = 17 * (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 1772, 2]
type = VelSet
trigger1 = AnimElemTime(2) = 1
x = 15

[State 1772, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 5

[State 1772, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 2
x = 4

[State 1772, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 3
x = 3

[State 1772, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 4
x = 2

[State 1772, 2]
type = VelSet
trigger1 = AnimElemTime(5) = 5
x = 1


[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(2) >= 1
trigger1 = AnimElemTime(7) <= 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1


[State 1772, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) < 100
attr = S, SA
damage    = 32,6
animtype  = Heavy
hitflag = MAF
guardflag = LHA
pausetime = 15,15
sparkno = S61130
sparkxy = -5,-30
hitsound   = S1754, 0
getpower = 0,0
guardsound = S6111,0
ground.type = low
ground.slidetime = 37
ground.hittime  = 37
guard.hittime = 28
ground.velocity = -11.5,0
air.velocity = -7.5,-3.4
air.fall = 1
fall.recovertime = 25

[State 1772, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = Var(19)+fvar(18) >= 100
attr = S, SA
damage    = 32,6
animtype  = Heavy
hitflag = MAF
guardflag = LHA
pausetime = 15,15
sparkno = S61130
sparkxy = -5,-30
hitsound   = S1754, 0
getpower = 0,0
guardsound = S6111,0
ground.type = low
p2stateno = 13520
ground.slidetime = 37
ground.hittime  = 37
guard.hittime = 28
ground.velocity = -7.5,0
air.velocity = -7.5,-3.4
air.fall = 1
fall.recovertime = 25

[State 1772, Effect];打撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 6101
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 1772, 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 1772, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;片手-飛び込み斬りEX-下段
[Statedef 1773]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1773
sprpriority = 2

[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

[State 1772, 2]
type = VelSet
trigger1 = AnimElemTime(8) = 1
x = 3

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

[State 1773, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1750, 1

[State 1773, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 24,5
animtype  = back
hitflag = MAF
guardflag = L
pausetime = 0,0
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = S6111,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 26
guard.hittime = 16
ground.velocity = -0.5,-5.6
air.velocity = -0.5,-5.6
ground.cornerpush.veloff = 0
p2stateno = 11757
fall = 1
fall.recover = 0

[State 1857, 3]
type = pause
trigger1 = movecontact
persistent = 0
time = 12

[State 1773, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 1773, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + 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 1773, renki_gauge];練鬼ゲージ増加量
type = VarAdd
trigger1 = MoveContact = 1
ignorehitpause = 1
persistent = 0
fvar(30) = 1 * (1 + (var(29) * 0.2))

[State 1773, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1774


;---------------------------------------------------------------------------
;片手-飛び込み斬りEX-切り上げ
[Statedef 1774]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1774
sprpriority = 2

[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
[State 1774, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1750, 2

[State 1750, 2]
type = VelSet
trigger1 = AnimElemTime(4) >= 1
trigger1 = AnimElemTime(6) <= 1
x = 5

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1774, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 29,6
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = S6111,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 26
guard.hittime = 16
ground.velocity = -2.1,-7.7
air.velocity = -2.1,-7.7
ground.cornerpush.veloff = 0
fall = 1
fall.recovertime = 20

[State 1774, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 1774, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + 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 1774, 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 1774, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;片手-飛び込み斬りEX-フィニッシュ
[Statedef 1775]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
anim = 1775
sprpriority = 2

[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

[State 1775, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1750, 2

[State 1775, 2]
type = VelSet
trigger1 = AnimElemTime(11) >= 1
trigger1 = AnimElemTime(13) <= 1
x = 20

[State 1775, 2]
type = VelSet
trigger1 = AnimElemTime(14) >= 1
trigger1 = AnimElemTime(15) <= 1
x = 10

[State 1775, 2]
type = VelSet
trigger1 = AnimElemTime(16) >= 1
trigger1 = AnimElemTime(18) <= 1
x = 5

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(11) >= 1
trigger1 = AnimElemTime(20) <= 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1775, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage    = 66,13
animtype  = back
hitflag = MAF
guardflag = LHA
pausetime = 12,12
sparkno = S61130
sparkxy = -5,-30
hitsound   = S6110,2
getpower = 0,0
guardsound = S6111,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 26
guard.hittime = 16
ground.velocity = -7.2,-3.1
air.velocity = -7.2,-3.1
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 1775, Effect];ヒットエフェクト青
type = Explod
trigger1 = MoveHit = 1 
anim = 8026 + 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 1775, Effect];斬撃エフェクト
type = Explod
trigger1 = MoveHit = 1 
anim = 8030 + 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 1775, 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 1775, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

















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
















[Statedef 13520];地面バウンド
type    = S
movetype = H
physics = N
veladd = 0,0
sprpriority = 0

[State 13620, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 13520,0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 13520,1]
type = Velset
trigger1 = time = 1
x = 0
y = 0

[State 13520, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 13520

[State 13520, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 13520, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 13521

[Statedef 13521];
type    = S
movetype = H
physics = N

[State 13620, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11708,1]
type = Velset
trigger1 = time = 1
trigger1 = P2BodyDist X >= -10
x = -3
y = -5

[State 11708,1]
type = Velset
trigger1 = time = 1
trigger1 = P2BodyDist X < -10
x = 3
y = -5

[State 13524,2]
type = VelAdd
trigger1 = time > 5
y = 0.3

[State 13524, 2] 
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 13524, 3]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = SelfAnimExist(5035)
value = 5035

[State 13524, 4]
type = ChangeAnim
trigger1 = animtime = 0
trigger1 = anim = 5035
trigger1 = SelfAnimExist(5035)
value = 5050

[State 13521, ChangeState]
type = ChangeState
trigger1 = time > 20
trigger1 = Pos Y >= 0
value = 13600
;---------------------------------------------------------------------------
;めまい-ダウンモーション
;以下、ダウンモーションですが、自分でもよくわかってないので何か不具合があるかもしれません。(通常ダウンステートのコピペ)

; HIT_BOUNCE (hit ground)
[Statedef 13600]
type    = S
movetype= H
physics = N

[State 13620, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 13600, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 13600, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 13600, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 13600, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 13600, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 13600, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 13600, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 13600, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 13600, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 13610 ;HIT_LIEDOWN

[State 13600, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 13600, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 13600, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 13600, 11]
type = PosFreeze
trigger1 = 1

[State 13600, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 13601

[State 13600, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 13601]
type    = S
movetype= H
physics = N

[State 13620, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 13601, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 13601, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 13601, 3]
type = HitFallVel
trigger1 = Time = 0

[State 13601, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 13601, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 13601, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 13620

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 13610]
type    = S
movetype= H
physics = N

[State 13610, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 13620, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 13610, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 13610, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 13610, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 13610, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 13610, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 13610, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 13610, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 13610, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 13610, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 13610, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 13610, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 13610, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = Time = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 13620

[State 13610, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 13610, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 13610, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 13610, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 13620]
type    = S
movetype= H
physics = S

[State 13601, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 13620, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 13620, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 13620, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 13620, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[State 13620, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 13620, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 13620, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 13630

; スタン
[Statedef 13630]
type    = S
movetype= H
physics = S

[State 13601, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 13620, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 13630, 1a]
type = ChangeAnim
trigger1 = time = 0
value = 5300

[State 13620, 7]
type = selfstate
trigger1 = Time = 300
value = 0
ctrl = 1
;---------------------------------------------------------------------------