;弱大神
[Statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
poweradd = ifelse(Var(14) = 1,-1500,-1000)
ctrl = 0
velset = 0
facep2 = 1

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 32

[State 3000,5]
type = SuperPause
trigger1 = Time = 1
time = 31
anim = -1
p2defmul = 1
movetime = 31
darken = 0

[State 3000]
type = AssertSpecial
trigger1 = Time = [0,31]
flag = NoFG
flag2 = NOBG
flag3 = noshadow
ignorehitpause = 1

[State 3000, 5]
type = Explod
trigger1 = time = 1
anim = 10000
sprpriority = -1
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 5]
type = Explod
trigger1 = Time = 11
anim = 10001
sprpriority = 3
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 0
value = 3000,0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,10
channel = 0
volume = 255

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
trigger1 = !var(14)
trigger1 = P2Stateno != 40
trigger1 = P2Stateno != [150,155]
attr = S, HT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = M
priority = 7, Miss
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3020
p2stateno = 3030

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
trigger1 = var(14)
trigger1 = P2Stateno != 40
trigger1 = P2Stateno != [150,155]
attr = S, HT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = MAF
priority = 7, Miss
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3020
p2stateno = 3030

[State 1305, 1]
type = VarSet
trigger1 = AnimElem = 4
var(14) = 0
ignorehitpause = 1

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

[State 1000, end]
type = ChangeState
trigger1 = Time = 85
value = 0
ctrl = 1

;----------------------------------------------
;強大神
[Statedef 3010]
type = S
movetype = A
physics = S
anim = 3010
poweradd = ifelse(Var(14) = 1,-1500,-1000)
ctrl = 0
velset = 0
facep2 = 1

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 40

[State 3000,5]
type = SuperPause
trigger1 = Time = 1
time = 31
anim = -1
p2defmul = 1
movetime = 31
darken = 0

[State 3000]
type = AssertSpecial
trigger1 = Time = [0,31]
flag = NoFG
flag2 = NOBG
flag3 = noshadow
ignorehitpause = 1

[State 3000, 5]
type = Explod
trigger1 = time = 1
anim = 10000
sprpriority = -1
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 5]
type = Explod
trigger1 = Time = 11
anim = 10001
sprpriority = 3
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 0
value = 3000,0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 3 = 3
value = 2,12
channel = 0
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = time = 70
value = 2,13
channel = 0
volume = 255

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
trigger1 = !var(14)
trigger1 = P2Stateno != 40
trigger1 = P2Stateno != [150,155]
attr = S, HT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = M
priority = 7, Miss
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3020
p2stateno = 3030

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
trigger1 = var(14)
trigger1 = P2Stateno != 40
trigger1 = P2Stateno != [150,155]
attr = S, HT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = MAF
priority = 7, Miss
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3020
p2stateno = 3030

[State 1305, 1]
type = VarSet
trigger1 = AnimElem = 4
var(14) = 0
ignorehitpause = 1

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

[State 1000, end]
type = ChangeState
trigger1 = Time = 85
value = 0
ctrl = 1


;----------------------------------------------
;大神攻撃
[Statedef 3020]
type = S
movetype = A
physics = S
anim = 3020
poweradd = 0
ctrl = 0
velset = 0
facep2 = 1

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
x = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(15) = 1
ignorehitpause = 1

[State 3000]
type = AssertSpecial
trigger1 = animelem = 18,<=0
flag = NoFG
flag2 = NOBG
flag3 = noshadow
ignorehitpause = 1

[State -2, 1]
type = Stopsnd
trigger1 = Time = 0
channel = 0

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,11
volume = 0

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 18
value = 5,12
volume = 0

[State 3000, 3]
type = null;PlaySnd
trigger1 = AnimElem = 8
value = 200,2
volume = 0

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 17
value = 2,11
volume = 0

[State 1360, Bind]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state 3000, pause]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14

[State 1000, 0]
type = HitAdd
trigger1 = animelem = 7
trigger2 = animelem = 18
value = 1

[State 3000, Targetstate]
type = Targetstate
trigger1 = AnimElem = 18
value = 3031

[State 1420, Damage2]
type = TargetLifeAdd
trigger1 = animelem = 7
value = -120
kill = 0

[State 1420, Damage2]
type = TargetLifeAdd
trigger1 = animelem = 8
value = -120
kill = 0

[State 1420, Damage2]
type = TargetLifeAdd
trigger1 = animelem = 18
value = -350

[State 200, ice]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
anim = 10103
ID = 3050
postype = p2
pos = 0,-60
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
ignorehitpause = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 200, ice]
type = Explod
trigger1 = AnimElem = 8
anim = 3050
ID = 3050
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
ignorehitpause = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 50, 3]
type = Afterimage
trigger1 = Time = 1
time = 130
PalBright = 0,0,0
PalContrast = 190,190,190
PalAdd = 0,0,0
PalMul = 1,1,1
Length = 10
FrameGap = 4
timegap = 2
trans = add1

[State 1000, end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------
;大神Ｐ２処理
[Statedef 3030]
type = S
movetype= H 
physics = N
ctrl = 0

[State 1000, Screenbound]
type = null;Screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1000, Width]
type = Width
trigger1 = time >= 0
edge = 0,0

[State 1000, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

;----------------------------------------------
;大神Ｐ２処理２
[Statedef 3031]
type = A
movetype= H 
physics = N
ctrl = 0

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
x = -7
y = -8

[State 1000, VelAdd]
type = VelAdd
Trigger1 = 1
y = .5

[State 1000, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5052) = 0
value = 5050

[State 1000, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5052) = 1
value = 5052

[State 3031, end]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
[Statedef 50002]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 50002
sprpriority = 5
ctrl     = 0

[State 3100]
type = Hitdef
trigger1 = Time = 0
trigger2 = Time = 5
trigger3 = Time = 10
trigger4 = Time = 15
trigger5 = Time = 20
trigger6 = Time = 25
trigger7 = Time = 30
trigger8 = Time = 35
trigger9 = Time = 40
trigger10 = Time = 45
trigger11 = Time = 50
trigger12 = Time = 55
trigger13 = Time = 60
trigger14 = Time = 65
trigger15 = Time = 70
trigger16 = Time = 75
trigger17 = Time = 80
trigger18 = Time = 85
trigger19 = Time = 90
trigger20 = Time = 95
trigger21 = Time = 100
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 40,10
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = s500020
sparkno = s10103
sparkxy = 0,0
hitsound = S5,12
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = -9,-0.6
guard.velocity = -9
air.velocity = -9,-0.6
airguard.velocity = -9,-0.6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
sprpriority = 1
getpower = 20, 15
givepower = 10, 5
p2facing = 1

[State 3100]
type = Hitdef
trigger1 = Time = 102
trigger2 = Time = 107
trigger3 = Time = 112
trigger4 = Time = 117
trigger5 = Time = 122
trigger6 = Time = 127
trigger7 = Time = 132
trigger8 = Time = 137
trigger9 = Time = 142
trigger10 = Time = 147
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 40,5
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = -1
sparkno = s10103
sparkxy = 0,00
hitsound = S5,12
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = 10,-3
guard.velocity = 10
air.velocity = 10,-3
airguard.velocity = 10,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
yaccel = 0.58
fall = 5
sprpriority = 1
getpower = 20, 15
givepower = 10, 5
p2facing = 1

[State a]
type = Afterimage
triggerall = stateno != [190,192]
trigger1 = roundstate != 0
trigger1 = TIME = 0
trans = add
PalContrast =  150, -150, -150
PalBright = 0,0,0
time    =  -1
length  = 20
TimeGap = 1
FrameGap = 1

[State 0, 2]
type = VelSet
trigger1 = Time = 0
x = 50

[State 0, 2]
type = VelSet
trigger1 = Time = 102
x = -60

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
id = 50002

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

[Statedef 50000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 50000
sprpriority = 2

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 20
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [20,50]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 6
anim = 10010
pos = -35,-112
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 6
anim = 10011
pos = -35,-110
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = Time = 59
helpertype = normal
name = "Espejo de Dimencion"
ID = 50002
stateno = 50002
pos = 50,-100
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 20
value = 6,0

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 59
value = 5,0

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 59
value = 5,5

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 59
value = 5,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s3000,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s3000,0

[State 871, 速度加算]
type = Velset
trigger1 = time = 55
x = -10

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 60000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 60000
sprpriority = 2

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 15
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [15,45]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 15
anim = 10010
pos = 0,-112
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 15
anim = 10011
pos = 0,-110
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = Time = 57
helpertype = normal
name = "Espejo de Dimencion"
ID = 60002
stateno = 60002
pos = 150,0
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 57
value = 6,1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 57
value = 6,2

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 57
value = 6,3

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 57
value = 6,4

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 57
value = 5,0

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 57
value = 5,5

[State 2000,]
type = PlaySnd
trigger1 = time = 15
value = s3000,1

[State 2000,]
type = PlaySnd
trigger1 = time = 15
value = s3000,0

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 60002]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 60001
sprpriority = 99
ctrl     = 0

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 25
freq = 100
ampl = -20
phase = 100

[State 3100]
type = Hitdef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 530,250
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = s500020
sparkno = s10103
sparkxy = 0,-90
hitsound = S6,5
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = 0,-8
guard.velocity = 0
air.velocity = 0,-8
airguard.velocity = 0,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
sprpriority = 1
getpower = 20, 15
givepower = 10, 5
p2facing = 1

[State 3100]
type = Hitdef
trigger1 = Time = 4
trigger2 = Time = 4
trigger3 = Time = 8
trigger4 = Time = 12
trigger5 = Time = 16
trigger6 = Time = 20
trigger7 = Time = 24
trigger8 = Time = 28
trigger9 = Time = 32
trigger10 = Time = 36
trigger11 = Time = 40
trigger12 = Time = 44
trigger13 = Time = 48
trigger14 = Time = 52
trigger15 = Time = 56
trigger16 = Time = 60
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 30,20
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = s500020
sparkno = s10103
sparkxy = 0,-90
hitsound = S5,12
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = 0,-6
guard.velocity = 0
air.velocity = 0,-6
airguard.velocity = 0,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
sprpriority = 1
getpower = 20, 15
givepower = 10, 5
p2facing = 1

[State -2]
type = Explod
trigger1 = Time = 0
anim = 60002
sprpriority = 97
postype = p1
velset = 0,0
pos = 0,10
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State -2]
type = Explod
trigger1 = Time = 0
anim = 60004
sprpriority = 96
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.5,1.5

[State -2]
type = Explod
trigger1 = Time = 0
anim = 60003
sprpriority = 98
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.5,1.5

[State -2]
type = Explod
trigger1 = Time = 2
anim = f62
sprpriority = 50
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State -2]
type = Explod
trigger1 = Time = 2
anim = f64
sprpriority = 49
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State -2]
type = Explod
trigger1 = Time = 3
anim = f63
sprpriority = -30
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
id = 60002

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

[Statedef 40000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 40000
sprpriority = 2

[State 1000 ,7(0)]
type = Pause
trigger1 = timemod = 2,0
ignorehitpause = 1
anim = -1
time = 3
p2defmul = 2.9
movetime = 125

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 15
anim = -1
poweradd = -1000
movetime = 0
time = 30

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 15
value = 3000,2

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 15
value = 3,2

[State 10000, BGPalFX]
type = BGPalFX
trigger1 = Time = 13
time = 52
mul = 0,0,0

[State 2000]
type = Explod
trigger1 = time = 15
anim = 7120
pos = -20,-126
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 15
anim = 7125
pos = -20,-126
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
trigger1 = !var(14)
trigger1 = P2Stateno != 40
trigger1 = P2Stateno != [150,155]
attr = S, NT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = M-
numhits = 0
pausetime = 0,0
hitsound = S800,1230
sprpriority = 2
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 400001
p2stateno = 40002

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 400001]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 400001
sprpriority = 2

[State 10000, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 580
mul = 0,0,0

[State -2]
type = Explod
trigger1 = Time = 25
anim = 9866
sprpriority = 97
postype = p1
velset = 0,0
pos = 2,-50
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.1,1.1

[State -2]
type = Explod
trigger1 = Time = 35
anim = f62
sprpriority = 99
postype = p1
velset = 0,0
pos = -4,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.1,1.1

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 33
time = 18
freq = 60
ampl = -10
phase = 60

[State -2]
type = Explod
trigger1 = Time = 182
anim = 9464
sprpriority = 110
postype = p1
velset = 0,0
pos = -75,-98
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.8,0.8

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 185
value = 9,23

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 185
value = 9,28

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 184
value = 9,22

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 240
value = 9,18

[State -2]
type = Explod
trigger1 = Time = 177
anim = 7111
sprpriority = -5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.1,0.3

[State -2]
type = Explod
trigger1 = Time = 354
anim = 7112
sprpriority = -5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.1,0.3

[State -2]
type = Explod
trigger1 = Time = 354
anim = 7113
sprpriority = -6
postype = p2
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.2,0.3

[State -2]
type = Explod
trigger1=Time=38||time=135||time=140||time=145
anim = 10103
sprpriority = 150
postype = p2
velset = 0,0
pos = 0,-65
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State -2]
type = Explod
trigger1 = Time = 278
anim = 1299
sprpriority = 160
postype = p2
velset = 0,0
pos = -5,-65
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State -2]
type = Explod
trigger1 = Time = 278
anim = 1299
sprpriority = 151
postype = p2
velset = 0,0
pos = -5,-65
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.6,0.6

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 278
value = 9,18

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 278
value = 9,24

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 275
value = 6,5

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 278
value = 9,18

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 278
time = 25
freq = 100
ampl = -20
phase = 100

[State 3115,7]
type = TargetLifeAdd
trigger1 = Time =38
value = -250
kill = 1

[State 3115,7]
type = TargetLifeAdd
trigger1=time=135||time=140||time=145
value = -110
kill = 1

[State 3115,7]
type = TargetLifeAdd
trigger1 = Time =283
value = -350
kill = 1

[State 3115, 4]
type = HitAdd
trigger1=time=38||time=135||time=140||time=145||time=273
value = 1

[State 3000, 3]
type = PlaySnd
trigger1=time=38||time=135||time=140||time=145
value = 9,15

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 30
value = 9,20

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 28
value = 9,21

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 28
value = 5,9

[State 1000,4]
type = helper
trigger1 = Time = 115
stateno = 1595
id = 1595
name = "Honosusori"
pos = 30, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = Time = 115
stateno = 1595
id = 1595
name = "Honosusori"
pos = -30, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = Time = 120
stateno = 1595
id = 1595
name = "Honosusori"
pos = 70, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = Time = 120
stateno = 1595
id = 1595
name = "Honosusori"
pos = -70, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = Time = 125
stateno = 1595
id = 1595
name = "Honosusori"
pos = 100, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = Time = 125
stateno = 1595
id = 1595
name = "Honosusori"
pos = -100, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = Time = 490
helpertype = normal
name = "Espejo de Dimencion"
ID = 9980
stateno = 9980
pos = 0,10
postype = p2
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 357
value = 9,25

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 485
value = 9,27

[State -2]
type = Explod
trigger1 = Time = 380
anim = 12988
sprpriority = 200
postype = p1
velset = 0,0
pos = 0,-77
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.9,0.9

[State -2]
type = Explod
trigger1 = Time = 370
anim = 12989
sprpriority = 210
postype = p1
velset = 0,0
pos = 0,-93
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.6,0.6

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 439
value = 9,29

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 439
value = 9,30

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 439
value = 9,31

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 9980]
type = S
movetype = A
physics  = S
juggle = 0
poweradd = 0
velset = 0,0
anim = 9980
sprpriority = 1
ctrl = 0

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 26
time = 25
freq = 100
ampl = -20
phase = 100

[State 3100]
type = Hitdef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 6000,6000
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = s500020
sparkno = s10103
sparkxy = 0,-90
hitsound = S6,5
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = 0,-20
guard.velocity = 0
air.velocity = 0,-20
airguard.velocity = 0,-20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
sprpriority = 1
getpower = 20, 15
givepower = 10, 5
p2facing = 1

[State -2]
type = Explod
trigger1 = Time = 0
anim = 1298
sprpriority = 110
postype = p1
velset = 0,0
pos = 0,12
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 0.7,0.7

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 26
value = 6,3

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 26
value = 6,4

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 26
value = 6,1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 26
value = 9,26

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
id = 9980
;----------------------------------------------
[Statedef 40002]
movetype= H
velset = 0,0
ctrl = 0

[State 1000, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 871, 速度加算]
type = Velset
trigger1 = time = 280
x = -6

[State 1000, Screenbound]
type = null;Screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1000, Width]
type = Width
trigger1 = time >= 0
edge = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 6000, 3]
type = StateTypeSet
trigger1 = Pos X != 0
trigger2 = AnimTime = 0
statetype = A

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 40002

[State 1830]
type = SelfState
trigger1 = Time = 555
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 4566]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 4566
sprpriority = 99
ctrl     = 0

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 25
freq = 100
ampl = -20
phase = 100

[State 3100]
type = Hitdef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 530,250
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = s500020
sparkno = s10103
sparkxy = 0,-90
hitsound = S6,5
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = 0,-8
guard.velocity = 0
air.velocity = 0,-8
airguard.velocity = 0,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
sprpriority = 1
getpower = 20, 15
givepower = 10, 5
p2facing = 1

[State 3100]
type = Hitdef
trigger1 = Time = 4
trigger2 = Time = 4
trigger3 = Time = 8
trigger4 = Time = 12
trigger5 = Time = 16
trigger6 = Time = 20
trigger7 = Time = 24
trigger8 = Time = 28
trigger9 = Time = 32
trigger10 = Time = 36
trigger11 = Time = 40
trigger12 = Time = 44
trigger13 = Time = 48
trigger14 = Time = 52
trigger15 = Time = 56
trigger16 = Time = 60
attr = S, HA
hitflag = MAF
guardflag = M
affecteam = E
animtype = Hard
priority = 5, Hit
damage = 30,20
pausetime = 0,2
guard.pausetime = 1,1
guard.sparkno = s500020
sparkno = s10103
sparkxy = 0,-90
hitsound = S5,12
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 20
guard.slidetime = 15
ground.hittime  = 20
air.hittime = 5
guard.ctrltime = 15
ground.velocity = 0,-6
guard.velocity = 0
air.velocity = 0,-6
airguard.velocity = 0,-6
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.58
fall = 5
sprpriority = 1
getpower = 20, 15
givepower = 10, 5
p2facing = 1

[State -2]
type = Explod
trigger1 = Time = 0
anim = 60002
sprpriority = 97
postype = p1
velset = 0,0
pos = 0,3
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State -2]
type = Explod
trigger1 = Time = 0
anim = 60004
sprpriority = 96
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.5,1.5

[State -2]
type = Explod
trigger1 = Time = 0
anim = 60003
sprpriority = 98
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.5,1.5

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
id = 60002

;---------------------------------------------------------------------------
;混
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
poweradd =ifelse(Var(14) = 1 || Var(15) = 1,-2500,-2000)
juggle = 0;ifelse(Var(14) = 1 || Var(15) = 1,0,16)
ctrl = 0
velset = 0
facep2 = 1

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State -2, VarSet]
type = varadd
trigger1 = time = 0
v = 1
value = 0
ignorehitpause = 0

[State 1305, 1]
type = null;VarSet
triggerall = Time = 0
trigger1 = var(14) = 1
trigger1 = var(15) = 1
var(14) = 0
ignorehitpause = 1

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(15) = 1
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(15) = 1
anim = 6050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(15) = 1
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 31

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time = 37
value = SCA,AA,AP,AT
time = 96

[State 3000,5]
type = SuperPause
trigger1 = Time = 1
time = 31
anim = -1
p2defmul = 1
movetime = 31
darken = 0

[State 3000]
type = AssertSpecial
trigger1 = Time = [0,133]
flag = NoFG
flag2 = NOBG
flag3 = noshadow
ignorehitpause = 1

[State 3000, 5]
type = Explod
trigger1 = time = 1
anim = 10010
sprpriority = -1
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 5]
type = Explod
trigger1 = Time = 11
anim = 10011
sprpriority = 3
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 0
value = 3000,1
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,8
channel = 0
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,9
channel = 0
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 7 = 68
value = 2,14
channel = 0
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,10
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 7
stateno = 3150
id = 3150
name = "Marokare"
pos = 0,0
postype = P1
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 1
var(14) = 0
ignorehitpause = 1

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 8
Movetype = I

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
;混 飛び道具 ヘルパー
[Statedef 3150]
type = S
physics = N
movetype = A
ctrl = 0
anim = 3152
sprpriority = 3

[State 1170, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 0]
type = PosSet
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y

[State 1000, 2]
type = PlaySnd
trigger1 = root,ProjContactTime(3150) = 1
value = 5,5
volume = 0
ignorehitpause = 1

[State 1305, 1]
type = ParentVarset
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 1305, 1]
type = ParentVarAdd
trigger1 = root,ProjContacttime(3150) = 1
var(13) = 1
ignorehitpause = 1

[State 1100, Velocity]
type = null;VelSet
trigger1 = 1
x = ifelse((EnemyNear,BackEdgeBodyDist = [-5,5]), 0,(enemynear,vel X)*(-1))
y = enemynear,vel y

[State 200, ice];Contact
type = Explod
trigger1 = root,Projhittime(3150) = 1
anim = 3150
ID = 3050
postype = p2
pos = -20,-50
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
;facing = -1
ignorehitpause = 1
persistent = 1
supermovetime = 99999
pausemovetime = 99999

[State 200, ice]
type = Explod
trigger1 = root,ProjGuardedTime(3150) = 1
trigger2 = root,ProjCancelTime(3150) = 1
anim = 1070
ID = 3050
postype = p2
pos = -10,-50
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
ignorehitpause = 1
persistent = 1
supermovetime = 99999
pausemovetime = 99999

[State 1051, 2]
type = Projectile
trigger1 = time = 0
trigger2 = time >= 1
trigger2 = time%9 = 0
projpriority = 7
attr = S, SP
projID = 3150
projanim = 3151
projshadow = 68,68,68
projremovetime = 1
projhits = 1
projmisstime = 1
projremove = 0
projremovetime = 1  ;00
projhitanim = 3152
projremanim = -1
projcancelanim = 1070
offset = 0,0
velocity = 0,0;(enemynear,vel X), (enemynear,vel y)
hitflag = MAF
damage = Ceil(100*root, fvar(0)),10
getpower = 0,0
givepower = 0,0
animtype = Up
guardflag = MA
pausetime = 0,1
pausemovetime = 0
sparkno = -1;S10102
guard.sparkno = S10152
sparkxy = -10,(ceil(p2bodydist Y)-50)
hitsound = -1
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-4.7
air.velocity = -3,ifelse(root,var(13) = 7,-12,-4.7)
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = 0;1
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1
yaccel = .5
;ignorehitpause = 0

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 100
trigger2 = root,var(13) = 8
trigger2 = time%3 = 0;即消滅したら、８ヒット目のみ混のエフェクトが発生しないため。


