;-------------------------------------------------------------------------------
;ワープ：なんかでてるの
[statedef 1025]
Type = A
movetipe = I
physics = N
anim = 1028
ctrl =0
sprpriority = 8
velset = 0, 0

[State 1011,1]
Type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP

[State 1011,1]
Type = AssertSpecial
Trigger1 = time >= 0
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 1011,1]
Type = trans
trigger1 = 1
trans = Add

[State 1011,1]
Type = varadd
trigger1 = Time >= 0
fvar(3) = .3

[State 1010,1]
Type = varadd
trigger1 = Time >= 0
fvar(4) = -.035

[State 1011,1]
Type = angledraw
trigger1 = 1
scale = 0.3+fvar(4), .9+fvar(3)

[State 1011,2]
Type = destroyself
Trigger1 = time = 10


;-------------------------------------------------------------------------------
;しゃがみ強の弾
[statedef 404]
type = S
movetype = A
physics = N
anim = 1000
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 404, 1]
type = HitDef
trigger1 = time = 0
attr = C, NP
damage = 40,5
animtype = hard
getpower = 60,30
givepower = 25,5
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 7,8
numhits = 1
sparkno = -1
sparkxy = 25, -20
hitsound = s100,3
guardsound = s103,1
ground.type = trip
ground.slidetime = 5
ground.hittime  =  15
ground.velocity = -1.4
fall = 1
guard.sparkno = s1020
airguard.velocity = -3, -3
air.velocity = -1.9,-3
fall.recover = 0
guard.hittime = 15
guard.ctrltime = 15

[state 404, 1]
type = Trans
trigger1 = 1
trans = add

[state 2040, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 404, 1]
type = angledraw
trigger1 = time >= 0

[state 404, 1]
type = AngleSet
trigger1 = time = 0
value = 350

[state 2005, 1]
type = VelSet
trigger1 = time = 0
x = 20
y = 3

;ヒットスパーク表示位置用変数
[state 205, 1]
type = VarRandom
trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = var(6),35-var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = var(6),35-var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2005, 1]
type = playsnd
trigger1 = time = 0
value = s100, 0

[state 2005, 1]
type = notHitBy
trigger1 = 1
value = ,AA,AT
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = S,AP
slot = 1
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = A,AP
slot = 2
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = C,AP
slot = 3
stateno = 2006
time = 120

[state 2005, 2]
type = changestate
trigger1 = movecontact
trigger2 = time = 4
value = 2006


;-------------------------------------------------------------------------------
;ヒットエフェクト火花っぽいの（小）
[statedef 1011]
Type = A
movetipe = I
physics = N
anim = 1011
ctrl =0
sprpriority = 8
velset = 0, 0

[State 1011,1]
Type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP

[State 1011,1]
Type = AssertSpecial
Trigger1 = time >= 0
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 1011,1]
Type = trans
trigger1 = 1
trans = Add

[State 1011,1]
Type = varadd
trigger1 = Time >= 0
fvar(3) = .3

[State 1010,1]
Type = varadd
trigger1 = Time >= 0
fvar(4) = -.035

[State 1011,1]
Type = varrandom
trigger1 = Time = 0
v = 2
range = 0, 360

[State 1011,1]
Type = angledraw
trigger1 = 1
scale = 0.3+fvar(3), 0.4+fvar(4)

[State 1011,1]
Type = angleset
trigger1 = 1
value = var(2)

[State 1011,2]
Type = destroyself
Trigger1 = time = 10


;-------------------------------------------------------------------------------
;トライデントのエフェクト
[statedef 1026]
Type = A
movetipe = I
physics = N
anim = 1026
ctrl =0
sprpriority = 8
velset = 0, 0

[state 2040, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1026, 1]
type = Trans
trigger1 = 1
trans = add

[state 1026, 1]
type = angledraw
trigger1 = time >= 0

[state 1026, 1]
type = angleset
trigger1 = time = 0
value = 20

[state 1026, 1]
type = Velset
trigger1 = AnimElem >= 22
x = 6

[State 1026, 1]
type = Velset
trigger1 = AnimElem >= 25
x = 0

[State 1026, 2]
type = destroyself
trigger1 = animtime = 0

;-------------------------------------------------------------------------------
;ステップ射撃の半ホーミング弾
[statedef 2000]
type = S
movetype = A
physics = N
anim = 1000
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2000, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 35,4
animtype = Light
getpower = 60,10
givepower = 20,10
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 0, -40
ground.type = High
ground.slidetime = 8
ground.hittime = 15
ground.velocity = -6
guard.sparkno = s1020
air.velocity = -4,-3
guard.hittime = 15
guard.ctrltime = 15

[state 2000, 1]
type = Trans
trigger1 = 1
trans = add

[state 2000, 1]
type = angledraw
trigger1 = time >= 0

;-ここからクリエイターズJAPAN様より引用-----------------------------------------

[State 7000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(2) = ifelse((root,P2dist x=[0,1]),1,ifelse((root,P2dist x=[-1,0]),-1,root,P2dist x))

[State 7000, VarSet]
type = VarSet
trigger1 = time = 0
fvar(3) = ifelse((root,P2dist y=[0,1]),1,ifelse((root,P2dist y=[-1,0]),-1,root,P2dist y))+20

[State 7000, VarSet]
type = VarSet
trigger1 = time = 0
var(1) = ceil((atan(fvar(2)/fvar(3))*180)/pi)-(90*ifelse(root,P2dist Y<0,-1,1))

[state 2000, ]
type = varSet
trigger1 = var(1) > 15
var(1) = 15

[state 2000, ]
type = AngleSet
trigger1 = time = 0
value = var(1)

[State 7000, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
fvar(0) = atan(fvar(2)/fvar(3))-(.5*pi*ifelse(root,P2dist Y <0,-1,1))

[State 7000, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
fvar(0) = ifelse(fvar(0)>(.04*pi),.04*pi,ifelse(fvar(0)<(-.03*pi),-.03*pi,fvar(0)))

[state 2000, ]
type = VelSet
trigger1 = time = 0
x = abs(25*cos(fvar(0)))
y = -25*sin(fvar(0))

;---ここまで--------------------------------------------------------------------

;ヒットスパーク表示位置用変数
[state 205, 1]
type = VarRandom
trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 70+var(6),var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 70+var(6),var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2000, 2]
type = destroyself
trigger1 = time >= 120

[state 2000, 1]
type = notHitBy
trigger1 = 1
value = ,AA,AT
time = 120

[state 2000, 1]
type = HitOverride
trigger1 = 1
attr = S,AP
slot = 1
stateno = 2001
time = 120

[state 2000, 1]
type = HitOverride
trigger1 = 1
attr = A,AP
slot = 2
stateno = 2001
time = 120

[state 2000, 1]
type = HitOverride
trigger1 = 1
attr = C,AP
slot = 3
stateno = 2001
time = 120

[state 2000, 2]
type = changestate
trigger1 = movecontact
value = 2001

;-------------------------------------------------------------------------------
;ステップ射撃弾消滅
[statedef 2001]
type = S
movetype = I
physics = N
anim = 1001
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2000, 1]
type = Trans
trigger1 = 1
trans = add

[state 2000, 1]
type = angledraw
trigger1 = time >= 0

[state 2000, ]
type = varSet
trigger1 = var(1) > 15
var(1) = 15

[state 2000, 1]
type = AngleSet
trigger1 = time = 0
value = var(1)

[state 2001, 2]
type = destroyself
trigger1 = animtime = 0


;-------------------------------------------------------------------------------
;空強の弾
[statedef 2005]
type = S
movetype = A
physics = N
anim = 1000
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2000, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 45,4
animtype = hard
getpower = 60,30
givepower = 25,12
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
numhits = 2
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 0, -10
ground.type = hard
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -4
air.velocity = -9,6
air.fall = 1
guard.sparkno = s1020
airguard.velocity = -3, 2
guard.hittime = 10
guard.ctrltime = 10
fall.recover = 0

[state 2005, 1]
type = Trans
trigger1 = 1
trans = add

[state 2005, 1]
type = angledraw
trigger1 = time >= 0

[state 2005, 1]
type = AngleSet
trigger1 = time = 0
value = 340

[state 2005, 1]
type = VelSet
trigger1 = time = 0
x = 20
y = 10

;ヒットスパーク表示位置用変数
[state 205, 1]
type = VarRandom
trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 50+var(6),var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 50+var(6),var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2005, 1]
type = playsnd
trigger1 = time = 0
value = s100, 0

[state 2005, 1]
type = notHitBy
trigger1 = 1
value = ,AA,AT
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = S,AP
slot = 1
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = A,AP
slot = 2
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = C,AP
slot = 3
stateno = 2006
time = 120

[state 2005, 2]
type = changestate
trigger1 = movecontact
trigger2 = time = 6
value = 2006


;-------------------------------------------------------------------------------
;空強弾消滅
[statedef 2006]
type = S
movetype = I
physics = N
anim = 1052
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2001, 2]
type = destroyself
trigger1 = time = 0


;-------------------------------------------------------------------------------
;エリアルの弾
[statedef 2007]
type = S
movetype = A
physics = N
anim = 1000
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2007, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 50,3
animtype = hard
getpower = 60,30
givepower = 25,12
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 0, -10
ground.type = hard
ground.slidetime = 9
ground.hittime = 15
ground.velocity = -6
air.fall = 1
guard.sparkno = s1020
airguard.velocity = -3, 2
guard.hittime = 10
guard.ctrltime = 10
airguard.velocity = -3, -3
air.velocity = -3,-3

[state 2007, 1]
type = Trans
trigger1 = 1
trans = add

[state 2007, 1]
type = angledraw
trigger1 = time >= 0

[state 2007, 1]
type = AngleSet
trigger1 = time = 0
value = 47

[state 2007, 1]
type = VelSet
trigger1 = time = 0
x = 18
y = -20

;ヒットスパーク表示位置用変数
[state 205, 1]
type = VarRandom
trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 50+var(6),var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 50+var(6),var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2007, 1]
type = playsnd
trigger1 = time = 0
value = s100, 0

[state 2007, 1]
type = notHitBy
trigger1 = 1
value = ,AA,AT
time = 120

[state 2007, 1]
type = HitOverride
trigger1 = 1
attr = S,AP
slot = 1
stateno = 2006
time = 120

[state 2007, 1]
type = HitOverride
trigger1 = 1
attr = A,AP
slot = 2
stateno = 2006
time = 120

[state 2007, 1]
type = HitOverride
trigger1 = 1
attr = C,AP
slot = 3
stateno = 2006
time = 120

[state 2007, 2]
type = changestate
trigger1 = movecontact
trigger2 = time = 6
value = 2006


;-------------------------------------------------------------------------------
;パルスエミッションのホーミング弾
[statedef 2010]
type = S
movetype = A
physics = N
anim = 1011
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2000, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 15,2
animtype = Light
getpower = 60,10
givepower = 20,10
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 0, -40
ground.type = High
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -6
air.velocity = -1.6, -2.7
guard.sparkno = s1020
guard.hittime = 7
guard.ctrltime = 7

[state 2000, 1]
type = Trans
trigger1 = 1
trans = add

[state 2000, 1]
type = angledraw
trigger1 = time >= 0

;-ここからクリエイターズJAPAN様より引用-----------------------------------------

[State 7000, VarSet]
type = VarSet
trigger1 = time >= 0
fvar(6) = ifelse((root,P2dist x=[0,1]),1,ifelse((root,P2dist x=[-1,0]),-1,root,P2dist x))

[State 7000, VarSet]
type = VarSet
trigger1 = time >= 0
fvar(7) = ifelse((root,P2dist y=[0,1]),1,ifelse((root,P2dist y=[-1,0]),-1,root,P2dist y))+20

[State 7000, VarSet]
type = VarSet
trigger1 = time >= 0
var(3) = ceil((atan(fvar(6)/fvar(7))*180)/pi)-(90*ifelse(root,P2dist Y<0,-1,1))



[state 2000, ]
type = AngleSet
trigger1 = time >= 0
value = var(3)


[State 7000, VarSet]
type = VarSet
trigger1 = time >= 0
ignorehitpause = 1
fvar(5) = atan(fvar(6)/fvar(7))-(.5*pi*ifelse(root,P2dist Y <0,-1,1))

[State 7000, VarSet]
type = VarSet
trigger1 = time >= 0
ignorehitpause = 1
fvar(5) = ifelse(fvar(5)>(.02*pi),.02*pi,ifelse(fvar(5)<(-.02*pi),-.02*pi,fvar(5)))

[state 2000, ]
type = VelSet
trigger1 = time >= 0
x = abs(12*cos(fvar(5)))
y = -12*sin(fvar(5))

;---ここまで--------------------------------------------------------------------

;ヒットスパーク表示位置用変数
[state 205, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 20+var(6), var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 20+var(6),var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2010, 1]
type = notHitBy
trigger1 = 1
value = ,AA,AT
time = 120

[state 2010, 1]
type = HitOverride
trigger1 = 1
attr = S,AP
slot = 1
stateno = 2011
time = 1

[state 2010, 1]
type = HitOverride
trigger1 = 1
attr = A,AP
slot = 2
stateno = 2011
time = 1

[state 2010, 1]
type = HitOverride
trigger1 = 1
attr = C,AP
slot = 3
stateno = 2011
time = 1

[state 2010, 1]
type = changestate
trigger1 = time >= 120
trigger2 = movecontact
value = 2011

;-------------------------------------------------------------------------------
;パルスエミッションのホーミング弾消滅
[statedef 2011]
type = S
movetype = A
physics = N
anim = 1011
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2011, 2]
type = destroyself
trigger1 = time = 0

;-------------------------------------------------------------------------------
;エイミングデバイスのレーザー
[statedef 2020]
type = S
movetype = A
physics = N
anim = 2020
ctrl = 0
velset = 0, 0
sprpriority = -2
hitcountpersist = 1

[state 2020, 1]
type = HitDef
trigger1 = 1
attr = C, SA
damage = 55,5
animtype = up
getpower = 50,10
givepower = 30,10
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 0, -20
ground.type = low
ground.slidetime = 15
ground.hittime = 40
ground.velocity = 0,-9
guard.velocity = -4
air.velocity = 0,-8.8
airguard.velocity = -1, -3
fall = 1
guard.sparkno = s1020
fall.recover = 0
guard.hittime = 20
guard.ctrltime = 20

[state 2020, 1]
type = Trans
trigger1 = 1
trans = add

[state 2020, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2020, 1]
type = angledraw
trigger1 = time >= 0

[state 2020, 1]
type = Angleadd
trigger1 = animelemtime(3) >= 0
value = 10

;ヒットスパーク表示位置用変数
[state 205, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = var(6), var(6)
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = var(6),var(6)
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2020, 2]
type = destroyself
trigger1 = time >= 22
;trigger2 = movecontact = 1

;-------------------------------------------------------------------------------
;プルートホーンの弾
[statedef 2030]
type = S
movetype = A
physics = N
anim = 3025
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2000, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 6,1
animtype = Light
getpower = 5,4
givepower = 10,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,21
numhits = 2
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = -10,-45
ground.type = High
ground.slidetime = 15
ground.hittime = 25
ground.velocity = -3.5
guard.sparkno = s1020
fall.recover = 0
guard.hittime = 16
guard.ctrltime = 16
airguard.velocity = -3, -3
air.velocity = -1.9,-3

[state 2000, 1]
type = Trans
trigger1 = 1
trans = add

[state 2000, 1]
type = angledraw
trigger1 = time >= 0

[state 2000, 1]
type = angleset
trigger1 = time >= 0
value = 345

[state 2030, 1]
type = velset
trigger1 = time = 0
x = 20
y = 9

;ヒットスパーク表示位置用変数
[state 205, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 20+var(6), var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 20+var(6),var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2005, 1]
type = notHitBy
trigger1 = 1
value = ,AA,AT
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = S,AP
slot = 1
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = A,AP
slot = 2
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = C,AP
slot = 3
stateno = 2006
time = 120

[state 2000, 2]
type = destroyself
trigger1 = time >= 120
trigger2 = movecontact = 1

[state -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2030, 2]
type = destroyself
trigger1 = time = 4

;-------------------------------------------------------------------------------
;プルートホーンの弾2
[statedef 2031]
type = S
movetype = A
physics = N
anim = 3025
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2000, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 6,1
animtype = Light
getpower = 5,4
givepower = 10,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,21
numhits = 2
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = -10,-45
ground.type = High
ground.slidetime = 15
ground.hittime = 25
ground.velocity = -3.5
guard.sparkno = s1020
fall.recover = 0
guard.hittime = 16
guard.ctrltime = 16
airguard.velocity = -3, -3
air.velocity = -1.9,-3

[state 2000, 1]
type = Trans
trigger1 = 1
trans = add

[state 2000, 1]
type = angledraw
trigger1 = time >= 0

[state 2000, 1]
type = angleset
trigger1 = time >= 0
value = 15

[state 2030, 1]
type = velset
trigger1 = time = 0
x = 20
y = -8

;ヒットスパーク表示位置用変数
[state 205, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 20+var(6), var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 20+var(6),var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2005, 1]
type = notHitBy
trigger1 = 1
value = ,AA,AT
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = S,AP
slot = 1
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = A,AP
slot = 2
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = C,AP
slot = 3
stateno = 2006
time = 120

[state 2000, 2]
type = destroyself
trigger1 = time >= 120
trigger2 = movecontact = 1

[state -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2030, 2]
type = destroyself
trigger1 = time = 4

;-------------------------------------------------------------------------------
;プルートホーンの弾3
[statedef 2032]
type = S
movetype = A
physics = N
anim = 3025
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2000, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 7,1
animtype = Light
getpower = 5,4
givepower = 10,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,21
numhits = 2
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = -10,-45
ground.type = High
ground.slidetime = 15
ground.hittime = 25
ground.velocity = -3.5
guard.sparkno = s1020
fall.recover = 0
guard.hittime = 16
guard.ctrltime = 16
airguard.velocity = -3, -3
air.velocity = -1.9,-3

[state 2000, 1]
type = Trans
trigger1 = 1
trans = add

[state 2000, 1]
type = angledraw
trigger1 = time >= 0

[state 2000, 1]
type = angleset
trigger1 = time >= 0
value = 350

[state 2030, 1]
type = velset
trigger1 = time = 0
x = 18
y = 6

;ヒットスパーク表示位置用変数
[state 205, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 20+var(6), var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 20+var(6),var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2005, 1]
type = notHitBy
trigger1 = 1
value = ,AA,AT
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = S,AP
slot = 1
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = A,AP
slot = 2
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = C,AP
slot = 3
stateno = 2006
time = 120

[state 2000, 2]
type = destroyself
trigger1 = time >= 120
trigger2 = movecontact = 1

[state -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2030, 2]
type = destroyself
trigger1 = time = 4

;-------------------------------------------------------------------------------
;プルートホーンの弾4
[statedef 2033]
type = S
movetype = A
physics = N
anim = 3025
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2000, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 7,1
animtype = Light
getpower = 5,4
givepower = 10,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,21
numhits = 2
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = -10,-45
ground.type = High
ground.slidetime = 15
ground.hittime = 25
ground.velocity = -3.5
guard.sparkno = s1020
fall.recover = 0
guard.hittime = 16
guard.ctrltime = 16
airguard.velocity = -3, -3
air.velocity = -1.9,-3

[state 2000, 1]
type = Trans
trigger1 = 1
trans = add

[state 2000, 1]
type = angledraw
trigger1 = time >= 0

[state 2000, 1]
type = angleset
trigger1 = time >= 0
value = 9

[state 2030, 1]
type = velset
trigger1 = time = 0
x = 20
y = -4

;ヒットスパーク表示位置用変数
[state 205, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 20+var(6), var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 20+var(6),var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2005, 1]
type = notHitBy
trigger1 = 1
value = ,AA,AT
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = S,AP
slot = 1
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = A,AP
slot = 2
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = C,AP
slot = 3
stateno = 2006
time = 120

[state 2000, 2]
type = destroyself
trigger1 = time >= 120
trigger2 = movecontact = 1

[state -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2030, 2]
type = destroyself
trigger1 = time = 4

;-------------------------------------------------------------------------------
;プルートホーンの弾5
[statedef 2034]
type = S
movetype = A
physics = N
anim = 3025
ctrl = 0
velset = 0, 0
sprpriority = 3
hitcountpersist = 1

[state 2000, 1]
type = HitDef
trigger1 = time = 0
attr = S, HP
damage = 9
animtype = Light
getpower = 5,4
givepower = 10,8
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,21
numhits = 2
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = -10,-45
ground.type = High
ground.slidetime = 15
ground.hittime = 25
ground.velocity = -3.5
guard.sparkno = s1020
fall.recover = 0
guard.hittime = 16
guard.ctrltime = 16
airguard.velocity = -3, -3
air.velocity = -1.9,-3

[state 2000, 1]
type = Trans
trigger1 = 1
trans = add

[state 2000, 1]
type = angledraw
trigger1 = time >= 0

[state 2000, 1]
type = angleset
trigger1 = time >= 0
value = 5

[state 2030, 1]
type = velset
trigger1 = time = 0
x = 15

;ヒットスパーク表示位置用変数
[state 205, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = 20+var(6), var(6)
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = 20+var(6),var(6)
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2005, 1]
type = notHitBy
trigger1 = 1
value = ,AA,AT
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = S,AP
slot = 1
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = A,AP
slot = 2
stateno = 2006
time = 120

[state 2005, 1]
type = HitOverride
trigger1 = 1
attr = C,AP
slot = 3
stateno = 2006
time = 120

[state 2000, 2]
type = destroyself
trigger1 = time >= 120
trigger2 = movecontact = 1

[state -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2030, 2]
type = destroyself
trigger1 = time = 4

;-------------------------------------------------------------------------------
;マグネティックフィールドの磁場
[statedef 2040]
type = S
movetype = A
physics = N
anim = 2040
ctrl = 0
velset = 0, 0
sprpriority = -2
hitcountpersist = 1

[State 2042, Turn]
type=turn
trigger1= p2dist X < 0

[State 215, pullhelper]
type=helper
trigger1= numHelper(2040) && !numhelper(2042)
trigger1 = root,stateno = 215
helpertype = normal
stateno = 2042
ID = 2042
name="Vaccum"
postype=p2
pos=enemynear,const(size.ground.back)-25,-ceil(enemy,pos y)
persistent=0
size.ground.back=5
size.ground.front=5
size.height=240

[state 2040, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 60,5
animtype = hard
getpower = 60,10
givepower = 20,10
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
numhits = 1
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 0,-90
ground.type = High
ground.slidetime = 20
ground.hittime = 35
ground.velocity = 9
air.velocity = 7, -5
guard.sparkno = s1020
guard.hittime = 20
guard.ctrltime = 20
;down.velocity = -3, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[state 2040, 1];真ん中
type = Explod
trigger1 = time = 0
anim = 2044
ID = 2044
pos = 4, 7
postype = p1
removetime = -2
scale = 1, .4
sprpriority = -2
ownpal = 1
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[state 2040, 1];真ん中の大きさ１〜３var
type = VarSet
trigger1 = time = 0
fvar(13) = 0

[state 2040, 1];真ん中の大きさ１〜３var
type = VarAdd
trigger1 = time >= 0
trigger1 = time < 5
fvar(13) = .64

[state 2040, 1];真ん中の大きさ１〜３
type = ModifyExplod
trigger1 = time >= 0
trigger1 = time < 5
ID = 2044
scale = .6+fvar(13), .45

[state 2040, 1];真ん中の大きさ４
type = ModifyExplod
trigger1 = time = 5
ID = 2044
scale = 3.8, .5

[state 2040, 1];玉みたいなの
type = Explod
trigger1 = (time%15) = 0
anim = 2042
ID = 2042
pos = 0, 0
postype = p1
random = 150, 0
removetime = -2
scale = .64, .66
sprpriority = -1
ownpal = 1
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[state 2040, 1];柱
type = Explod
trigger1 = (time%15) = 0
anim = 2043
ID = 2043
pos = 0, 0
postype = p1
random = 150, 0
removetime = -2
scale = .7, .7
sprpriority = -1
ownpal = 1
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[state 2040, 1]
type = Trans
trigger1 = 1
trans = add

[state 2040, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;ヒットスパーク表示位置用変数
[state 205, 1]
Type = VarRandom
Trigger1 = Time = 0
v = 6
Range = -15,25
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;ヒットスパーク1
[State 205, 1]
type = Explod
trigger1 = MoveHit = 1
;trigger1 = P2StateType != A
trigger1 = P2MoveType = H
persistent = 0
anim = 1010
pos = var(6), var(6)
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
vel = 0,0
accel = 0,0
scale = 0.45,0.45
ownpal = 1
;supermove = 1

;ヒットスパーク2
[State 200, 1]
type = helper
Trigger1 = movehit = 1
trigger1 = P2MoveType = H
helpertype = normal
name = "spark"
ID = 1011
pos = var(6),var(6)
postype = p2
persistent=0
IgnoreHitPause = 1
stateno = 1011
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 3
size.yscale = 3

[state 2040, 2]
type = changestate
trigger1 = time = 120
trigger2 = NumHelper(3002)
;trigger2 = parent,stateno = 206 || parent,stateno = 207 || parent,stateno = 208 || parent,stateno = 209 || parent,stateno = 210 ||parent,stateno = 211
;trigger3 = numhelper(2040)
value = 2041

;------------------------------------------------------------------------------
;マグネ磁場消失
[statedef 2041]
type = S
movetype = A
physics = N
anim = 2041
ctrl = 0
velset = 0, 0
sprpriority = -2
hitcountpersist = 1

[state 2041, 1];真ん中
type = Explod
trigger1 = time = 0
anim = 2045
ID = 2045
pos = 10, 7
postype = p1
removetime = -2
scale = 3.8, .5
sprpriority = -2
ownpal = 1
removeongethit = 1
supermovetime = 9999
pausemovetime = 9999

[State 2041, 1]
Type = AssertSpecial
Trigger1 = time >= 0
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[state 2041, 1]
type = Trans
trigger1 = 1
trans = add

[state 2041, 1]
type = PalFX
trigger1 = time = 0
time = 120
sinadd = -200,-200,-200,360

[state 2041, 2]
type = destroyself
trigger1 = time >= 120
;-------------------------------------------------------------------------------
;マグネティックフィールドの引き寄せ
[Statedef 2042]
physics = N
velset = 0,0
anim = 2046

[State 2042, nhb]
type = nothitby
trigger1 = 1
time = -1
value = SCA

[State 2042, HitOverride]
type = hitoverride
trigger1 = 1
time = -1
attr = SCA,AA,AP,AT
stateno = 2042
ignorehitpause=1

[State 2042, bound]
type=screenbound
trigger1= 1
value=0

[State 2042, Turn]
type=turn
trigger1= ParentDist x < 20

[State 2042, push]
type=playerpush
trigger1= 1
value=1

[State 2042, Pos]
type=posset
trigger1= 1
y=0

[State 2042, Vel]
type=velset
trigger1= ParentDist x != [-80,120]
;x=ifelse(((p2statetype = A)&&(p2movetype = H)&&(p2stateno != [120,159])),14,ifelse((p2statetype != A),7,5))
x = 3.5

[State 2042, Vel]
type=velset
trigger1= ParentDist x = [-60,100]
;x=ifelse(((p2statetype = A)&&(p2movetype = H)&&(p2stateno != [120,159])),12,ifelse((p2statetype != A),6,4))
x = 2

[State 2042, Vel]
type=velset
trigger1= ParentDist x = [-40,80]
;x=ifelse(((p2statetype = A)&&(p2movetype = H)&&(p2stateno != [120,159])),10,ifelse((p2statetype != A),5,3))
x = 1.5

[State 2042, Vel]
type=velset
trigger1= ParentDist x = [-20,60]
;x=ifelse(((p2statetype = A)&&(p2movetype = H)&&(p2stateno != [120,159])),6,ifelse((p2statetype != A),3,2))
x = .7

[State 2042, Vel]
type=velset
trigger1= ParentDist x = [-0,40]
;x=ifelse(((p2statetype = A)&&(p2movetype = H)&&(p2stateno != [120,159])),2,ifelse((p2statetype != A),1,1))
x = .5

[State 2042, Vel]
type=velset
trigger1= ParentDist x <= 20
x=0

[State 2042, Pos]
type=null;posadd
trigger1= ParentDist x < 0
x=ceil(p2dist x)-enemynear,const(size.ground.front)-5

[State 2042, Pos]
type=posadd
trigger1= 1
x=ceil(p2dist x)-enemynear,const(size.ground.back)-5

[State 2042, End]
type= destroyself
trigger1= parent,Time = 120
trigger2 = NumHelper(3002)


;-----------------------
;プロテクト
[Statedef 2050]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 2050
SprPriority = 2

[state 2040, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2050, 1]
type = PalFX
trigger1 = time = 10
time = 60
mul = 100,90,20
sinadd = -200,-200,-255, 220

[State 2050, 2]
Type = destroyself
Trigger1 = time = 70

;-----------------------
;カウンターオーラ１
[Statedef 2052]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 2052
SprPriority = 2

[state 2040, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2052, 1]
type = varrandom
trigger1 = 1
v = 14
value = 0,140

[State 2052, 1]
type = PalFX
trigger1 = time >= 0
time = 1
mul = 256,256,130

[State 2052, 1]
type = afterimage
trigger1 = time = 0
length = 20
palcolor = 256
palinvertall = 0
;palbright = 30,30,30
palcontrast = 160,160,60
palmul = .6,.6,.30
timegap = 1
framegap = 3
trans = add

[State 2052, 1]
type = afterimagetime
trigger1 = time = 0
time = 600

[State 2052, 1]
type = HitDef
trigger1 = time = 0
attr = S,SP
hitflag = MAF
;guardflag = MA
animtype = up
priority = 5,Hit
damage = 10
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
sparkxy = -60, 20
hitsound = S100 ,1
guardsound = S20, 0
ground.type = High
air.type = High
ground.velocity = 0, -9
guard.velocity = -4
air.velocity = 0, -8
airguard.velocity = -3, -6
airguard.ctrltime = 20
sprpriority = 2
fall = 1
fall.recover = 0
air.fall = 1
getpower = 50, 25
givepower = 30, 15

[State 2052, 1]
type = Trans
trigger1 = 1
trans = add

;-ここからクリエイターズJAPAN様より引用-----------------------------------------

[State 7000, VarSet]
type = VarSet
trigger1 = time >= 0
fvar(15) = ifelse((root,P2dist x=[0,1]),1,ifelse((root,P2dist x=[-1,0]),-1,root,P2dist x))

[State 7000, VarSet]
type = VarSet
trigger1 = time >= 0
fvar(16) = ifelse((root,P2dist y=[0,1]),1,ifelse((root,P2dist y=[-1,0]),-1,root,P2dist y))+20

[State 7000, VarSet]
type = VarSet
trigger1 = time >= 0
ignorehitpause = 1
fvar(14) = atan(fvar(15)/fvar(16))-(.5*pi*ifelse(root,P2dist Y <0,-1,1))

[State 7000, VarSet]
type = null;VarSet
trigger1 = time >= 0
ignorehitpause = 1
fvar(14) = ifelse(fvar(14)>(.02*pi),.02*pi,ifelse(fvar(14)<(-.02*pi),-.02*pi,fvar(14)))

[state 2000, ]
type = VelSet
trigger1 = time >= 0
x = abs(5*cos(fvar(14)))
y = -5*sin(fvar(14))

;---ここまで--------------------------------------------------------------------

[State 2052, 1]
Type = destroyself
trigger1 = movecontact
trigger2 = time = 600

;------------------------------------------------------------------------------
;カウンターオーラ２
[statedef 2053]
Type    = S
MoveType= A
Physics = S
Juggle  = 0
Ctrl = 0
Anim = 2052
SprPriority = 2

[State 2053, 1]
Type = destroyself
Trigger1 = time = 1

;------------------------------------------------------------------------------
;グラビティの弾
[statedef 3002]
type = S
movetype = A
physics = N
anim = 3002
ctrl = 0
velset = 1, 0
sprpriority = 3
hitcountpersist = 1

[State 3003, 1]
Type = AssertSpecial
Trigger1 = time >= 0
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[state 2020, 1]
type = HitDef
trigger1 = (time%9) = 0
attr = 	A, HP
damage = 8,2
animtype = up
getpower = 10,4
givepower = 15,10
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,8
numhits = 1
hitsound = s100,3
guardsound = s103,1
sparkno = -1
sparkxy = 10, ifelse((enemynear,StateType != A), 25, -20)
ground.type = low
ground.slidetime = 7
ground.hittime = 20
ground.velocity = -4
guard.velocity = -1.5
air.velocity = -1.2,-3
airguard.velocity = -.5, -4
fall = 1
fall.recover = 0
guard.sparkno = s1020

[state 3002, 1]
type = explod
trigger1 = time = 0
anim = 3004
ID = 3004
pos = -15, 25
postype = p1
facing = 1
vel = 1, 0
bindtime = 300
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 1.5, 1
sprpriority = 1
ownpal = 1

[state 3002, 1]
type = explod
trigger1 = time = 0
anim = 3005
ID = 3005
pos = 15, -5
postype = p1
facing = 1
vel = 1, 0
bindtime = 300
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 1.5, 1
sprpriority = 1
ownpal = 1

[state 3002, 1]
type = explod
trigger1 = time = 0
anim = 3006
ID = 3006
pos = 20, 30
postype = p1
facing = 1
vel = 1, 0
bindtime = 300
removetime = -1
supermovetime = 9999
pausemovetime = 9999
scale = 1.5, 1
sprpriority = 1
ownpal = 1

[State 3003, 1]
type = PlaySnd
trigger1 = Time = 0
value = s106, 0
volume = 150
channel = 5

[State 3003, 1]
type = stopSnd
trigger1 = parent,stateno = 206 || parent,stateno = 207 || parent,stateno = 208 || parent,stateno = 209 || parent,stateno = 210 || parent,stateno = 211 || parent,stateno = 215
channel = 5

[State 211, 1]
type = PlayerPush
trigger1 = 1
value = 0

[state 3002, 2]
type = RemoveExplod
trigger1 = time >= 300
trigger2 = hitcount >= 25
trigger3 = parent,stateno = 206 || parent,stateno = 207 || parent,stateno = 208 || parent,stateno = 209 || parent,stateno = 210 || parent,stateno = 211 || parent,stateno = 215
trigger4 = numhelper(4000)
ID = 3004

[state 3002, 2]
type = RemoveExplod
trigger1 = time >= 300
trigger2 = hitcount >= 25
trigger3 = parent,stateno = 206 || parent,stateno = 207 || parent,stateno = 208 || parent,stateno = 209 || parent,stateno = 210 || parent,stateno = 211 || parent,stateno = 215
trigger4 = numhelper(4000)
ID = 3005

[state 3002, 2]
type = RemoveExplod
trigger1 = time >= 300
trigger2 = hitcount >= 25
trigger3 = parent,stateno = 206 || parent,stateno = 207 || parent,stateno = 208 || parent,stateno = 209 || parent,stateno = 210 || parent,stateno = 211 || parent,stateno = 215
trigger4 = numhelper(4000)
ID = 3006


[state 3002, 2]
type = changestate
trigger1 = time >= 300
trigger2 = hitcount >= 25
trigger3 = parent,stateno = 206 || parent,stateno = 207 || parent,stateno = 208 || parent,stateno = 209 || parent,stateno = 210 || parent,stateno = 211 || parent,stateno = 215
trigger4 = numhelper(4000)
value = 3003

;------------------------------------------------------------------------------
;グラビティの弾消失
[statedef 3003]
type = S
movetype = A
physics = N
anim = 3002
ctrl = 0
velset = 1, 0
sprpriority = -2
hitcountpersist = 1

[State 3003, 1]
Type = AssertSpecial
Trigger1 = time >= 0
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[state 3003, 1]
type = Trans
trigger1 = 1
trans = add

[state 3003, 1]
type = PalFX
trigger1 = time = 0
time = 60
sinadd = -200,-200,-200,240

[state 3003, 2]
type = destroyself
trigger1 = time >= 60


;------------------------------------------------------------------------------
;超必演出
[statedef 4000]
Type = A
movetipe = I
physics = N
anim = 4000
ctrl =0
sprpriority = 8
velset = 0, 0

[State 4000, 1]
type = angledraw
trigger1 = time >= 0
scale = fvar(12), fvar(12)

[State 4000, 1]
type = varset
trigger1 = time = 0
fvar(12) = 1

[State 4000, 1]
type = varadd
trigger1 = time <= 19
trigger1 = (time%3) = 0
fvar(12) = .03

[State 4000, 1]
type = varadd
trigger1 = time > 19
trigger1 = (time%3) = 0
fvar(12) = -.03

[State 4001, 1]
Type = trans
trigger1 = 1
trans = Add

[State 4001, 1]
Type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP

[State 4001, 1]
Type = AssertSpecial
Trigger1 = time >= 0
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 4000, 1]
type = helper
Trigger1 = time = 0
helpertype = normal
name = "s_spark1"
ID = 4005
pos = 10, 17
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 4001
ownpal = 1
size.xscale = .3
size.yscale = 1.2
supermovetime = 9999
pausemovetime = 9999

[State 4000, 1]
type = helper
Trigger1 = time = 0
helpertype = normal
name = "s_spark2"
ID = 4005
pos = 10, 17
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 4001
ownpal = 1
size.xscale = .35
size.yscale = 1.2
supermovetime = 9999
pausemovetime = 9999

[State 4000, 1]
type = helper
Trigger1 = time = 0
helpertype = normal
name = "s_spark3"
ID = 4005
pos = 10, 17
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 4001
ownpal = 1
size.xscale = .4
size.yscale = 1.2
supermovetime = 9999
pausemovetime = 9999

[State 4000, 1]
type = helper
Trigger1 = time = 0
helpertype = normal
name = "s_spark4"
ID = 4005
pos = 10, 17
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 4001
ownpal = 1
size.xscale = .25
size.yscale = 1.2
supermovetime = 9999
pausemovetime = 9999

[State 4000, 1]
type = helper
Trigger1 = time = 0
helpertype = normal
name = "s_spark5"
ID = 4005
pos = 10, 17
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 4001
ownpal = 1
size.xscale = .2
size.yscale = 1.2
supermovetime = 9999
pausemovetime = 9999

[State 4000, 1]
type = helper
Trigger1 = time = 0
helpertype = normal
name = "s_spark6"
ID = 4005
pos = 10, 17
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 4001
ownpal = 1
size.xscale = .3
size.yscale = 1.2
supermovetime = 9999
pausemovetime = 9999

[State 4000, 1]
type = helper
Trigger1 = time = 0
helpertype = normal
name = "s_spark7"
ID = 4015
pos = 10, 17
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 4002
ownpal = 1
size.xscale = 1.5
size.yscale = 1.2
supermovetime = 9999
pausemovetime = 9999

[State 4000, 1]
type = helper
Trigger1 = time = 0
helpertype = normal
name = "s_spark8"
ID = 4015
pos = 10, 17
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 4002
ownpal = 1
size.xscale = 1.6
size.yscale = 1.2
supermovetime = 9999
pausemovetime = 9999

[State 4000, 1]
type = helper
Trigger1 = time = 0
helpertype = normal
name = "s_spark9"
ID = 4015
pos = 10, 17
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 4002
ownpal = 1
size.xscale = 1.4
size.yscale = 1.2
supermovetime = 9999
pausemovetime = 9999

[State 4000, 1]
type = helper
Trigger1 = time = 0
helpertype = normal
name = "s_spark10"
ID = 4015
pos = 10, 17
postype = p1
persistent=0
IgnoreHitPause = 1
stateno = 4002
ownpal = 1
size.xscale = 1.65
size.yscale = 1.2
supermovetime = 9999
pausemovetime = 9999

[state 3003, 1]
type = PalFX
trigger1 = time = 0
time = 60
sinadd = -200,-200,-200,500

[State 4000, 1]
Type = destroyself
Trigger1 = time = 35

;------------------------------------------------------------------------------
;超必演出火花１
[statedef 4001]
Type = A
movetipe = I
physics = N
anim = 4001
ctrl =0
sprpriority = 8
velset = 0, 0

[State 4001, 1]
Type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP

[State 4001, 1]
Type = AssertSpecial
Trigger1 = time >= 0
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 4001, 1]
Type = varrandom
trigger1 = Time = 0
v = 10
range = 0, 360

[State 4001, 1]
Type = trans
trigger1 = 1
trans = Add

[State 4001, 3]
Type = varadd
trigger1 = time >= 0
fvar(10) = .1

[State 4001, 3]
Type = angledraw
trigger1 = 1
scale = 1+fvar(10), 1

[State 4001, 3]
Type = angleset
trigger1 = 1
value = var(10)

[State 4001, 3]
type = PosAdd
trigger1 = time = 0
trigger1 = var(10) < 60
x = -4
y = -5

[State 4001, 3]
type = PosAdd
trigger1 = time = 0
trigger1 = var(10) > 60 && var(10) <= 180
x = -1
y = 8

[State 4001, 3]
type = PosAdd
trigger1 = time = 0
trigger1 = var(10) > 180 && var(10) <= 240
x = 10
y = 6

[State 4001, 3]
type = PosAdd
trigger1 = time = 0
trigger1 = var(10) > 240
x = 15
y = -5

[state 4001, 1]
type = PalFX
trigger1 = time = 0
time = 60
sinadd = -200,-200,-200,240

[State 4001, 4]
Type = destroyself
Trigger1 = animtime = 0

;------------------------------------------------------------------------------
;超必演出火花２
[statedef 4002]
Type = A
movetipe = I
physics = N
anim = 4001
ctrl =0
sprpriority = 8
velset = 0, 0

[State 4002, 1]
Type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP

[State 4002, 1]
Type = AssertSpecial
Trigger1 = time >= 0
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 4002, 1]
Type = varrandom
trigger1 = Time = 0
v = 10
range = 0, 360

[State 4002, 3]
Type = angledraw
trigger1 = 1
scale = 1+fvar(11), 1

[State 4002, 1]
Type = trans
trigger1 = 1
trans = Add

[State 4002, 3]
Type = varadd
trigger1 = Time >= 0
fvar(11) = -.04

[State 4002, 3]
Type = angleset
trigger1 = 1
value = var(10)

[state 4002, 1]
type = PalFX
trigger1 = time = 0
time = 60
sinadd = -200,-200,-200,240

[State 4002, 3]
type = PosAdd
trigger1 = time = 0
trigger1 = var(10) < 60
x = -4
y = -5

[State 4002, 3]
type = PosAdd
trigger1 = time = 0
trigger1 = var(10) > 60 && var(10) <= 180
x = -1
y = 8

[State 4002, 3]
type = PosAdd
trigger1 = time = 0
trigger1 = var(10) > 180 && var(10) <= 240
x = 10
y = 6

[State 4002, 3]
type = PosAdd
trigger1 = time = 0
trigger1 = var(10) > 240
x = 15
y = -5

[State 4002, 4]
Type = destroyself
Trigger1 = animtime = 0


;------------------------------------------------------------------------------
;カットイン
[statedef 4003]
Type = A
movetipe = I
physics = N
anim = 4003
ctrl = 0

[state 4003, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 4003, 1]
type = varset
trigger1 = time = 0
fvar(17) = 1

[state 4003, 1]
type = varadd
trigger1 = time >= 15
fvar(17) = .1

[State 4003, 1]
type = velset
trigger1 = time = 0
x = 20

[State 4003, 1]
type = veladd
trigger1 = time < 8
x = -2.5

[State 4003, 1]
type = velset
trigger1 = time = 8
x = 0

[State 4003, 1]
type = velset
trigger1 = time >= 15
x = 1.7
y = -4.5

[State 4003, 1]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 70

[state 4003, 1]
type = PalFX
trigger1 = time = 15
time = 20
sinadd = -256,-256,-256, 80

[state 4003, 1]
type = angledraw
trigger1 = time >= 15
scale = fvar(17), fvar(17)

[State 4003, 2]
type = destroyself
trigger1 = time = 30


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


