;===========================================================================
; 超必殺技
;===========================================================================
;------------------------------------------------------------------------------
; 閃鞘・迷獄沙門
;------------------------------------------------------------------------------
[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3000
poweradd = -2000
sprpriority = 2

[State 3000]
type = Explod
trigger1 = AnimElem = 1
anim = 10400
IgnoreHitPause = 1
Persistent = 0
ID = 10400
pos = 20,-50
postype = p1
sprpriority = 3
scale = 0.7,0.7
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[State 3000]
type = Helper
trigger1 = AnimElem = 1
id = 9000
stateno = 9000
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3000]
type = Helper
trigger1 = AnimElem = 1
id = 9020
stateno = 9020
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3000]
type = BGPalFX
trigger1 = 1
time = 5
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0
invertall = 0
color = 256

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 1
channel = 0
value = S3000,0

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,6

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,7

[State 3000]
type = Helper
trigger1 = AnimElem = 1
id = 3100
stateno = 3100
postype = p1
pos = 0,floor(0-Pos Y)
ownpal = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 3000]
type = Helper
trigger1 = AnimElem = 1
id = 3101
stateno = 3100
postype = p1
pos = 0,floor(0-Pos Y)
ownpal = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 3000]
type = Helper
trigger1 = AnimElem = 1
id = 3102
stateno = 3100
postype = p1
pos = 0,floor(0-Pos Y)
ownpal = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 3000]
type = velset
trigger1 = AnimElemtime(2) >= 1
trigger1 = AnimElemtime(22) <= 2
X = 3.8

[State 3000]
type = velset
trigger1 = AnimElemtime(11) >= 0
trigger1 = AnimElemtime(13) <= 2
Y = -2.9

[State 3000]
type = velset
trigger1 = AnimElemtime(14) >= 0
trigger1 = AnimElemtime(15) <= 2
Y = -1.9

[State 3000]
type = velset
trigger1 = AnimElemtime(16) >= 0
trigger1 = AnimElemtime(17) <= 2
Y = 0

[State 3000]
type = velset
trigger1 = AnimElemtime(18) >= 0
trigger1 = AnimElemtime(19) <= 2
Y = 1.9

[State 3000]
type = velset
trigger1 = AnimElemtime(20) >= 0
trigger1 = AnimElemtime(22) <= 2
Y = 2.9

[State 3000]
type = velset
trigger1 = AnimElemtime(23) = 0
X = 1.7
Y = 0

[State 3000]
type = velset
trigger1 = AnimElemtime(25) = 0
X = 0

[State 3000]
type = PlayerPush
trigger1 = Animelemtime(1) >= 0
trigger1 = Animelemtime(30) <= 1
value = 0

[State 3000]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0
trigger1 = AnimElemtime(30) <= 1
value = SCA,AT

[State 3000]
type = SuperPause
time = 50
anim = -1 
trigger1 = AnimElem = 1
movetime = 0
darken = 0
pausemovetime = 9999
supermovetime = 9999

[State 3000]
type = Pause
trigger1 = AnimElemtime(1) >= 1
anim = -1
time = 3
darken = 0
persistent = 1

[State 3000]
type = HitDef
trigger1 = Animelem >= 3
attr = A, NT
hitflag = MAF
priority = 7
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3050
p2stateno = 3090
guard.dist = 0 
fall = 1
fall.recover = 0

[State 3000]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 3000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; 閃鞘・迷獄沙門2
;------------------------------------------------------------------------------
[Statedef 3050]
type    = S
movetype= A
physics = N
poweradd = 145
ctrl = 0

[State 3050]
type = ChangeAnim
trigger1 = time < 10
value = 3050

[State 3050]
type = AfterImageTime
trigger1 = time = 0
time = 0

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,6

[State 3050]
type = TargetState
trigger1 = Animelem = 2
value = 3091

[State 3050]
type = Explod
trigger1 = AnimElem = 2
anim = 3020
IgnoreHitPause = 0
Persistent = 0
bindtime = -1
ID = 3020
pos = 0,260
postype = back
sprpriority = 4
ignorehitpause = 1
removeongethit = 1

[State 3050]
type = varset
trigger1 = time = 0
trigger1 = fvar(0) <= 0.5
fvar(0) = 0.5

[State 3050]
type = TargetLifeAdd
trigger1 = Animelem = 2
value = ceil(-300*Fvar(0))
absolute = 1

[State 3050]
type = BGPalFX
trigger1 = 1
time = 5
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0
invertall = 0
color = 256

[State 3090]
type = velSet
trigger1 = time = 0
x = 0
y = 0

[State 3050]
type = VelSet
trigger1 = time = 0
y = 0

[State 3050]
type = VelSet
trigger1 = time = 0
x = 10

[State 3050]
type = VelSet
trigger1 = Animelem = 2
x = 0

[State 3050]
type = PosSet
trigger1 = time = 0
y = 0

[State 3050]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; 閃鞘・迷獄沙門相手食らい１
;------------------------------------------------------------------------------
[Statedef 3090]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3090]
type = ChangeAnim2
trigger1 = Time = 0
value = 3090

[State 3090]
type = PosAdd
trigger1 = 1
x = ifelse(Gametime%2=0,1,-1)

[State 3090]
type = SelfState
trigger1 = time > 200
value = 5050

;------------------------------------------------------------------------------
; 閃鞘・迷獄沙門相手食らい２
;------------------------------------------------------------------------------
[Statedef 3091]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3091]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 3091]
type = ChangeAnim2
trigger1 = Time = 0
value = 3091

[State 3091]
type = VelSet
trigger1 = time = 0
y = -11.5

[State 3091]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 3091]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 5050

;------------------------------------------------------------------------------
; 閃鞘・迷獄沙門相手食らい３
;------------------------------------------------------------------------------
;[Statedef 3092]
;type    = A
;movetype= H
;physics = N
;velset = 0,0

;[State 3092]
;type = ChangeAnim2
;trigger1 = Time = 0
;value = 3092

;[State 3092]
;type = VelSet
;trigger1 = time = 0
;y = 0

;[State 3092]
;type = SelfState
;trigger1 = time > 200
;value = 5100

;------------------------------------------------------------------------------
; 閃鞘・五景崩落
;------------------------------------------------------------------------------
[Statedef 3200]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3200
poweradd = -2000
sprpriority = 2

[State 3200]
type = Explod
trigger1 = AnimElem = 5
anim = 10400
IgnoreHitPause = 1
Persistent = 0
ID = 10400
pos = 10,-45
postype = p1
sprpriority = 3
scale = 0.7,0.7
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[State 3200]
type = Explod
trigger1 = AnimElem = 6
anim = 3210
IgnoreHitPause = 1
Persistent = 0
ID = 3210
pos = 33,-43
postype = p1
sprpriority = 5
scale = 0.4,0.4
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[State 3200]
type = Helper
trigger1 = AnimElem = 5
id = 9000
stateno = 9000
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3200]
type = Helper
trigger1 = AnimElem = 5
id = 9020
stateno = 9020
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3200]
type = BGPalFX
trigger1 = AnimElemtime(5) >= 0
trigger1 = AnimElemtime(18) <= 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0
invertall = 0
color = 256

[State 3200]
type = velset
trigger1 = AnimElemtime(7) >= 0
trigger1 = AnimElemtime(10) <= 4
X = 13.9

[State 3200]
type = velset
trigger1 = AnimElemtime(11) = 0
X = 3.8

[State 3200]
type = velset
trigger1 = AnimElemtime(12) = 2
X = 1.9

[State 3200]
type = velset
trigger1 = AnimElemtime(15) = 0
X = 0

[State 3200]
type = PlayerPush
trigger1 = Animelemtime(7) >= 0
trigger1 = Animelemtime(11) <= 0
value = 0

[State 3200]
type = NotHitBy
trigger1 = AnimElemtime(3) >= 0
trigger1 = AnimElemtime(16) <= 1
value = SCA,AT

[State 3200]
type = SuperPause
time = 50
anim = -1 
trigger1 = AnimElem = 5
movetime = 0
darken = 0
pausemovetime = 9999
supermovetime = 9999

[State 3200]
type = SuperPause
time = 30
anim = -1 
trigger1 = AnimElem = 6
movetime = 0
darken = 0
pausemovetime = 9999
supermovetime = 9999

[State 3200]
type = Pause
trigger1 = AnimElemtime(1) >= 1
trigger1 = AnimElemtime(4) <= 3
anim = -1
time = 2
darken = 0
persistent = 1

[State 3200]
type = PlaySnd
trigger1 = AnimElem = 5
value = S0,6

[State 3200]
type = PlaySnd
trigger1 = AnimElem = 5
value = S0,7

[State 3200]
type = HitDef
trigger1 = Animelem >= 7
attr = A, NT
hitflag = MAF
priority = 7
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3205
p2stateno = 3290
guard.dist = 0 
fall = 1
fall.recover = 0

[State 3200]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 3200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 3205]
type    = S
movetype= A
physics = N
anim = 3205
sprpriority = 4
ctrl = 0

[State 3205]
type = BGPalFX
trigger1 = 1
time = 20
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0
invertall = 0
color = 256

[State 3205]
type = velset
trigger1 = AnimElemtime(1) = 0
X = 0.6

[State 3205]
type = velset
trigger1 = AnimElemtime(4) = 0
X = 10.2

[State 3205]
type = velset
trigger1 = AnimElemtime(6) = 0
X = 6.5

[State 3205]
type = velset
trigger1 = AnimElemtime(7) = 0
X = 0

[State 3205]
type = velset
trigger1 = AnimElemtime(8) = 0
X = 7.1

[State 3205]
type = velset
trigger1 = AnimElemtime(9) = 0
X = 4.7

[State 3205]
type = velset
trigger1 = AnimElemtime(10) = 0
X = 0

[State 3205]
type = velset
trigger1 = AnimElemtime(11) = 0
X = 9.2

[State 3205]
type = velset
trigger1 = AnimElemtime(12) = 0
X = 28.3

[State 3205]
type = velset
trigger1 = AnimElemtime(14) = 0
X = 1.0

[State 3205]
type = velset
trigger1 = AnimElemtime(20) = 2
X = 0

[State 3205]
type = TargetState
trigger1 = AnimElemtime(20) = 2
value = 3291

[State 3205]
type = PlaySnd
trigger1 = AnimElem = 18
value = S3200,0

[State 3205]
type = PlaySnd
trigger1 = AnimElemtime(20) = 2
value = S1,6

[State 3205]
type = PlaySnd
trigger1 = AnimElemtime(20) = 2
value = S0,5

[State 3205]
type = Explod
trigger1 = AnimElemtime(20) = 2
anim = 3230
ID = 3230
pos = 0,240
postype = back
bindtime = -1
sprpriority = 3
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3205]
type = Explod
trigger1 = AnimElemtime(4) = 0
anim = 3211
ID = 3211
pos = -40,-40
postype = p1
sprpriority = 5
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3205]
type = Explod
trigger1 = AnimElemtime(8) = 0
anim = 3212
ID = 3212
pos = -70,-25
postype = p1
sprpriority = 5
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3205]
type = Explod
trigger1 = AnimElemtime(12) = 0
anim = 1325
ID = 1325
pos = -120,10
postype = p1
sprpriority = 5
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3205]
type = varset
trigger1 = time = 0
trigger1 = fvar(0) <= 0.7
fvar(0) = 0.65

[State 3205]
type = TargetLifeAdd
trigger1 = AnimElemtime(20) = 2
value = ceil(-250*Fvar(0))
absolute = 1

[State 3205]
type = ChangeState
trigger1 = AnimTime = 0
value = 3207
ctrl = 1

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

[Statedef 3207]
type    = S
movetype= A
physics = N
anim = 3207
sprpriority = 4
ctrl = 0

[State 3205]
type = BGPalFX
trigger1 = 1
time = 20
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0
invertall = 0
color = 256

[State 3205]
type = velset
trigger1 = time = 0
X = 0

[State 3207]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------
; 閃鞘・五景崩落食らい１
;------------------------------------------------------------------------------
[Statedef 3290]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3290]
type = ChangeAnim2
trigger1 = Time = 0
value = 3090

[State 3290]
type = PosAdd
trigger1 = 1
x = ifelse(Gametime%2=0,1,-1)

[State 3290]
type = SelfState
trigger1 = time > 200
value = 5050

;------------------------------------------------------------------------------
; 閃鞘・五景崩落食らい２
;------------------------------------------------------------------------------
[Statedef 3291]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3291]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 3291]
type = ChangeAnim2
trigger1 = Time = 0
value = 3091

[State 3291]
type = VelSet
trigger1 = time = 0
y = -11.5

[State 3291]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 3291]
type = SelfState
trigger1 = Pos Y > 0
trigger1 = Vel Y > 0
value = 5100

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