;===========================================================================
; ヒットエフェクト・赤1
;===========================================================================
[StateDef 10000]
type = S
physics = N
anim = 10000
velset = 0,0
ctrl = 0
sprpriority = 9

[State 10000]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 10000]
type = Trans
trigger1 = 1
trans = add

[State 10000]
type = VarAdd
trigger1 = time >= 1
fvar(1) = 0.2

[State 10000]
type = VarAdd
trigger1 = time >= 1
fvar(2) = -0.1

[State 10000]
type = AngleDraw
trigger1 = 1
scale = 1+fvar(1),0.75+fvar(2)

[State 10000]
type = VarRandom
trigger1 = time = 0
v = 0
range = 0,360

[State 10000]
type = AngleSet
trigger1 = 1
value = var(0)

[State 10000]
type = Explod
trigger1 = 1
anim = 10015
IgnoreHitPause = 1
Persistent = 0
ID = 10015
pos = 0,0
postype = p1
sprpriority = 1
removeongethit = 1
scale = 0.4,0.4
supermovetime = 9999
pausemovetime = 9999

[State 10000]
type     = DestroySelf
trigger1 = time = 10

;===========================================================================
; ヒットエフェクト・赤1
;===========================================================================

[StateDef 10005]
type = S
physics = N
anim = 10000
velset = 0,0
ctrl = 0
sprpriority = 9

[State 10005]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 10005]
type = Trans
trigger1 = 1
trans = add

[State 10005]
type = VarAdd
trigger1 = time >= 1
fv = 3
value = 0.35

[State 10005]
type = VarAdd
trigger1 = time >= 1
fv = 4
value = -0.1

[State 10005]
type = AngleDraw
trigger1 = 1
scale = 1+fvar(3),0.75+fvar(4)

[State 10005]
type = VarRandom
trigger1 = time = 0
v = 0
range = 0,360

[State 10005]
type = AngleSet
trigger1 = 1
value = var(0)

[State 10000]
type = Explod
trigger1 = 1
anim = 10015
IgnoreHitPause = 1
Persistent = 0
ID = 10015
pos = 0,0
postype = p1
sprpriority = 1
removeongethit = 1
scale = 0.4,0.4
supermovetime = 9999
pausemovetime = 9999

[State 10005]
type     = DestroySelf
trigger1 = time = 10

;===========================================================================
; ヒットエフェクト ・青
;===========================================================================
[StateDef 10010]
type = S
physics = N
anim = 10010
velset = 0,0
ctrl = 0
sprpriority = 9

[State 10010]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 10010]
type = Trans
trigger1 = 1
trans = add

[State 10010]
type = VarAdd
trigger1 = time >= 1
fv = 5
value = 0.45

[State 10010]
type = VarAdd
trigger1 = time >= 1
fv = 6
value = -0.1

[State 10010]
type = AngleDraw
trigger1 = 1
scale = 1+fvar(5),0.75+fvar(6)

[State 10010]
type = VarRandom
trigger1 = time = 0
v = 0
range = 0,360

[State 10010]
type = AngleSet
trigger1 = 1
value = var(0)

[State 10000]
type = Explod
trigger1 = 1
anim = 10005
IgnoreHitPause = 1
Persistent = 0
ID = 10005
pos = 0,0
postype = p1
sprpriority = 1
removeongethit = 1
scale = 0.4,0.4
supermovetime = 9999
pausemovetime = 9999

[State 10010]
type     = DestroySelf
trigger1 = time = 10

;===========================================================================
;EX昇竜分身
;===========================================================================
[StateDef 1025]
type = S
movetype= A
physics = N
anim = 1025
velset = 0,0
ctrl = 0
sprpriority = 9

[State 1025]
type = turn
trigger1 = time = 0

[State 1025,エフェクト]
type = Explod
trigger1 = AnimElem = 4
anim = 1005
IgnoreHitPause = 0
Persistent = 0
bindtime = -1
ID = 1005
pos = 24,30
postype = p1
scale = 0.9,0.9
sprpriority = 3
removeongethit = 1

[State 1025]
type = VarSet
trigger1 = time = 0
var(3) = 0

[State 1025]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 1025]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
getpower  = 0
attr = S, NA
damage = 53, 0
animtype = Light
guardflag = M
hitflag = MAF
priority = 1, Hit
pausetime = 6,6
sparkno = -1
sparkxy = -5,-55
hitsound =S1,2
guard.sparkno = S10800
guardsound = S0,4
guard.velocity = -1.0
guard.hittime = 24
guard.ctrltime = 24
ground.slidetime = 24
ground.type = High
ground.hittime  = 10
ground.velocity = -2.2,-7
air.type = High
air.velocity = -2.2,-7
air.hittime = 18
fall = 1
fall.recover = 0

[State 1025]
type = Helper
trigger1 = movehit
id = 10005
stateno = 10005
postype = p2
pos = 0,-68
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 1025]
type = AttackMulSet
trigger1 = 1
value = Fvar(0)

[State 1025]
type = VarSet
trigger1 = IsHelper
fvar(0) = Root,fvar(0)

[State 1025,AT]
type = ParentVarAdd
trigger1 = MoveHit
fvar(0) = -0.09
ignorehitpause = 1

[State 1025]
type = VelSet
trigger1 = animelem = 5
X = 2.5
Y = -11.5

[State 1025]
type = VelSet
trigger1 = animelem = 9
y = 0
X = 0

[state 1025]
type = StatetypeSet
trigger1 = Pos Y < 0
statetype = A
physics = A

[State 1025,AT]
type = VarAdd
trigger1 = MoveHit
fvar(0) = -0.04
ignorehitpause = 1

[State 1025]
type = VarSet
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 1025]
type = VarSet
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 1025]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1025]
type     = DestroySelf
trigger1 = animelem = 15

;===========================================================================
; 一鹿エフェクト
;===========================================================================
[StateDef 1105]
type = S
physics = N
anim = 1105
velset = 0,0
ctrl = 0
sprpriority = 9

[State 1105]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1105]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 1105]
type = AngleSet
trigger1 = 1
value = -45

[State 1105]
type = AngleDraw
trigger1 = 1

[State 1105]
type     = DestroySelf
trigger1 = animelem = 18

;===========================================================================
; EXカットイン
;===========================================================================
;カットイン
[Statedef 9010]
type = A
physics = N
sprpriority = -5
ctrl = 0

[State 9010]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 9010]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 9010]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,0,0
mul = 64,64,64
sinadd = 0,0,0
invertall = 0
color = 256

[State 9010]
type = ChangeAnim
trigger1 = 1
value = 0

[State 9010]
type = VarSet
trigger1 = time = 0
fvar(30) = 0.5

[State 9010]
type = Explod
trigger1 = time = 0
anim = 9010
ID = 9010
pos = 0,240
postype = back
scale = 0.5,0.5
sprpriority = 1
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 9010]
type = ModifyExplod
trigger1 = NumExplod(9010)
ID = 9010
pos = 0,240
postype = back
scale = fvar(30),fvar(30)
sprpriority = 1
IgnoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State 9010]
type = VarAdd
trigger1 = time >= 33
fvar(30) = 0.02

[State 9010]
type = DestroySelf
trigger1 = time > 0
trigger1 = NumExplod(9010) = 0

;===========================================================================
; 超秘カットイン
;===========================================================================
[Statedef 9020]
type = A
physics = N
sprpriority = -5
ctrl = 0

[State 9020]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 9020]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 9020]
type = BGPalFX
trigger1 = 1
time = 45
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0
invertall = 0
color = 256

[State 9020]
type = ChangeAnim
trigger1 = 1
value = 0

[State 9020]
type = VarSet
trigger1 = time = 0
fvar(30) = 0.5

[State 9020]
type = Explod
trigger1 = time = 0
anim = 9020
ID = 9020
pos = 0,240
postype = back
scale = 0.5,0.5
sprpriority = 1
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 9020]
type = ModifyExplod
trigger1 = NumExplod(9020)
ID = 9020
pos = 0,240
postype = back
scale = fvar(30),fvar(30)
sprpriority = 1
IgnoreHitPause = 1
pausemovetime = 9999
supermovetime = 9999

[State 9020]
type = VarAdd
trigger1 = time >= 33
fvar(30) = 0.02

[State 9020]
type = DestroySelf
trigger1 = time > 0
trigger1 = NumExplod(9020) = 0

;===========================================================================
;BGM消去
;===========================================================================
[StateDef 9000]
type = S
physics = N
anim = 9000
velset = 0,0
ctrl = 0
sprpriority = 9

[State 9000]
type = AssertSpecial
trigger1 = 1
flag = Nomusic

[State 9000]
type     = DestroySelf
trigger1 = Parent,Stateno != 3000
trigger1 = Parent,Stateno != 3050
trigger1 = Parent,Stateno != 3200
trigger1 = Parent,Stateno != 3205
trigger1 = Parent,Stateno != 3207

;===========================================================================
; 閃鞘・迷獄沙門(追尾ヘルパー)
;===========================================================================
[Statedef 3100]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = -1

[State 3100]
type = Trans
trigger1 = IsHelper(3100)
trans = AddAlpha
alpha = 256,256

[State 3100]
type = Trans
trigger1 = IsHelper(3101)
trans = AddAlpha
alpha = 128,256

[State 3100]
type = Trans
trigger1 = IsHelper(3102)
trans = AddAlpha
alpha = 64,256

[State 3100]
type = ChangeAnim
trigger1 = time < 4
trigger1 = IsHelper(3100)
value = 3000
elem = 1

[State 3100]
type = ChangeAnim
trigger1 = time < 7
trigger1 = IsHelper(3101)
value = 3000
elem = 1

[State 3100]
type = ChangeAnim
trigger1 = time < 10
trigger1 = IsHelper(3102)
value = 3000
elem = 1

[State 3100]
type = velset
trigger1 = AnimElemtime(2) >= 1
trigger1 = AnimElemtime(22) <= 2
X = 3.8

[State 3100]
type = velset
trigger1 = AnimElemtime(11) >= 0
trigger1 = AnimElemtime(13) <= 2
Y = -2.9

[State 3100]
type = velset
trigger1 = AnimElemtime(14) >= 0
trigger1 = AnimElemtime(15) <= 2
Y = -1.9

[State 3100]
type = velset
trigger1 = AnimElemtime(16) >= 0
trigger1 = AnimElemtime(17) <= 2
Y = 0

[State 3100]
type = velset
trigger1 = AnimElemtime(18) >= 0
trigger1 = AnimElemtime(19) <= 2
Y = 1.9

[State 3100]
type = velset
trigger1 = AnimElemtime(20) >= 0
trigger1 = AnimElemtime(22) <= 2
Y = 2.9

[State 3100]
type = velset
trigger1 = AnimElemtime(23) = 0
X = 1.7
Y = 0

[State 3100]
type = velset
trigger1 = AnimElemtime(25) = 0
X = 0

[State 3100]
type = PlayerPush
trigger1 = 1
value = 0

[State 3100]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 3100]
type = DestroySelf
trigger1 = Parent,Stateno != 3000

;===========================================================================
