;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;立ち
[Statedef 60000]
type = S
physics = S
sprpriority = 0

[State 1995, 3]
type = PalFX
trigger1 = root,stateno = 50660
trigger1 = root,time < 255
trigger1 = time = 0
time = 5
add = 200,200,200

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 0]
type = ChangeAnim
triggerall = gethitvar(damage) = 0
triggerall = anim != 50160
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0
[State 0]
type = VelSet
trigger1 = Time = 0
y = 0
[State 0]
type = VelSet
triggerall = gethitvar(damage) = 0
triggerall = anim != 50160
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0]
type = null
triggerall = ishelper
trigger1 = var(58) := 1||1
trigger2 = var(2) := 200||1
trigger3 = var(10):=0&&var(10)<0
ignorehitpause = 1
[State 0]
type = varadd
triggerall = ishelper(11355)||ishelper(11356)
trigger1 = root,var(3) != 900
trigger1 = var(1) > 0
trigger1 = gethitvar(damage) > 0
v = 1
value = -1
ignorehitpause = 1
[State 0]
type = NotHitBy
triggerall = ishelper
trigger1 = gethitvar(damage) > 0
trigger2 = root,stateno = 50660
value = SCA,AA,AT,AP
time = 104
ignorehitpause = 1
[State -3]
type = varset
triggerall = ishelper
trigger1 = numenemy
fv = 1
value = abs(pos x-enemynear,pos x)*ifelse(frontedgedist<ifelse((facing=enemynear,facing),(enemynear,frontedgedist),(enemynear,backedgedist)),-1,1)
ignorehitpause = 1
[State 0]
type = turn
triggerall = ishelper
trigger1 = fvar(1) < 0
trigger1 = roundstate = 2
ignorehitpause = 1
[State 0, 4]
type = changeanim
triggerall = ishelper
trigger1 = root,var(3) != 900
trigger1 = gethitvar(damage) > 0
trigger1 = anim != 50160
value = 50160
ignorehitpause = 1
[State 0, 4]
type = changeanim
triggerall = ishelper
trigger1 = anim = 50160
trigger1 = animtime = 0
trigger1 = anim != 0
value = 0
ignorehitpause = 1
[State 0]
type = VelSet
triggerall = ishelper
trigger1 = root,var(3) != 900
trigger1 = gethitvar(damage) > 0
trigger1 = anim = 50160
x = -4
[State 0]
type = varadd
triggerall = ishelper(11355)||ishelper(11356)
trigger1 = time = 0
trigger2 = gethitvar(damage) > 0
v = 10
value = 100
ignorehitpause = 1

[State 0, 4]
type = ChangeState
triggerall = ishelper
triggerall = root,stateno != 50660
trigger1 = !root,alive
trigger2 = var(1) <= 0
trigger3 = root,lose || root,drawgame
value = 11359
[State 0, 4]
type = ChangeState
triggerall = ishelper
triggerall = root,stateno != 50660
trigger1 = root,win || root,winko
trigger1 = root,stateno = [180,186]
value = 18400
;[state a]
;type = destroyself
;trigger1 = win&&roundstate = 4

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 勝った動作1
[Statedef 18400]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 9
value = 182,0
freqmul = 1.5+((random%5)*0.1)

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State -2]
type = AssertSpecial
trigger1 = time > 100
trigger1 = (GameTime%2) = 1
flag = invisible

[State -2]
type = AssertSpecial
trigger1 = time > 119
flag = invisible

[State -2]
type = PlaySnd
trigger1 = time = 120
value = 211, 0

[state a]
type = destroyself
trigger1 = ishelper
trigger1 = time > 120

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,140]
flag = roundnotover

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;歩き
[Statedef 60010]
type    = S
physics = S
sprpriority = 0

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 20, 1]
type = VelSet
trigger1 = ishelper
x = 3.4

[State 20, 3]
type = ChangeAnim
triggerall = ishelper
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = ishelper
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 240, 4]
type = ChangeState
trigger1 = Time > 300
value = 60000
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ダッシュ
[Statedef 60020]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 100, 1]
type = VelSet
trigger1 = ishelper
x = 6

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = ishelper
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = ishelper
flag = NoAutoTurn

[State 240, 4]
type = ChangeState
trigger1 = time > 200
value = 60000
ctrl = 1

;---------------------------------------------------------------------------
;バックステップ
[Statedef 60030]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 60031

;空中
[Statedef 60031]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 105, 0

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 60032

; 着地
[Statedef 60032]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

;[State 106, 3]
;type = MakeDust
;trigger1 = Time = 2
;pos = -5,-2
;spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 60000
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Start
[Statedef 60035]
type    = A
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -3, 2];ジャンプ音
type = PlaySnd
trigger1 = time = 1
value = 40, 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = (P2bodydist Y = [-50,0]) || fvar(1) > 100
x = 4
y = -6
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = fvar(1) = [-50,50]
trigger1 = P2bodydist Y < -50
x = 1
y = -9

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 60020 ;RUN_FWD
x = 7
y = -4

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 60036
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 60036]
type    = A
physics = A

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 0]
type = turn
triggerall = ishelper
trigger1 = fvar(1) < 0
trigger1 = roundstate = 2
ignorehitpause = 1

[State 52, 4]
type = ChangeState
trigger1 = time > 50
value = 60037
ctrl = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 60037]
type    = A
physics = S
ctrl = 0
anim = 47

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 0]
type = turn
triggerall = ishelper
trigger1 = fvar(1) < 0
trigger1 = roundstate = 2
ignorehitpause = 1

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

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

;[State 52, 3]
;type = CtrlSet
;trigger1 = Time = 3
;value = 1

[State 0]
type = ChangeState
trigger1 = 1;AnimTime = 0
value = 60000
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ジェノサイド
[Statedef 60040]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)
freqmul = 1.1+((random%2)*0.1)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = Projectile
triggerall = ishelper
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 48
getpower = 30,30
projanim = 99006;---
projhitanim = -1
projid = 99006
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200
[State 240, 2]
type = Projectile
triggerall = ishelper
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 29
getpower = 30,30
projanim = 99006;---
projhitanim = -1
projid = 99006
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = 60,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
nochainID = 1200

[State 240]
type = Veladd
triggerall = ishelper
trigger1 = root,projhit99006 >= 1 && FrontEdgeDist <= 80 || root,projguarded99006 >= 1 && FrontEdgeDist <= 80
x = -5.4

;[State 240]
;type = Pause
;triggerall = ishelper
;trigger1 = root,projhit99006 = 1 || root,projguarded99006 = 1
;time = 8

[state a]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 60000
ctrl = 1

;---------------------------------------------------------------------------
;蹴り
[Statedef 60050]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 60050;245
sprpriority = 2

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;[State 240, 1]
;type = PlaySnd
;trigger1 = Time = 1
;value = 221, 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 210, 0
freqmul = 1.1+((random%2)*0.1)
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 9
value = 210, 2
freqmul = 1.1+((random%2)*0.1)

[State 240, 2]
type = Projectile
triggerall = ishelper
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 43
getpower = 30,30
guardflag = MA
projanim = 60051;---
projhitanim = -1
projid = 60051
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 8,10
sparkno = s7001
sparkxy = 75,-55
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
nochainID = 1200
[State 240, 2]
type = Projectile
triggerall = ishelper
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 30
getpower = 30,30
guardflag = HA
projanim = 60052;---
projhitanim = -1
projid = 60052
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 11,12
sparkno = s7001
sparkxy = 75,-96
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10,5
air.velocity = -2,10
nochainID = 1200
fall = 1

[State 240]
type = Veladd
triggerall = ishelper
trigger1 = root,projhit60051 >= 1 && FrontEdgeDist <= 80 || root,projguarded60052 >= 1 && FrontEdgeDist <= 80
x = -2.4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 60000
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;空中・強・キック
[Statedef 60060]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 210, var(6)
freqmul = 1.1+((random%2)*0.1)

[State 640, 3]
type = Projectile
trigger1 = animelem = 2
attr = A, NA
damage    = 62
guardflag = HA
projanim = 99015;---
projhitanim = -1
projid = 99015
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0,0;---
getpower = 61,61
priority = 4
pausetime = 0,5;12,12
sparkno = s7001
sparkxy = 50,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

;[State 240]
;type = Pause
;triggerall = ishelper
;trigger1 = root,projhit99015 = 1 || root,projguarded99015 = 1
;time = 4

[State 240, 4]
type = ChangeState
trigger1 = pos y >= 0
value = 60000
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;屈み・弱・キック
[Statedef 60070]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,root,var(6)
freqmul = 1.1+((random%2)*0.1)

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 430, 2]
type = Projectile
trigger1 = animelem = 2
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
projanim = 99010;---
projhitanim = -1
projid = 9901111
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 6,8
sparkno = s7000
sparkxy = 50,-12
hitsound   = s330,root,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

[State 240]
type = Veladd
trigger1 = root,projhit9901111 >= 1 && FrontEdgeDist <= 80 || root,projguarded9901111 >= 1 && FrontEdgeDist <= 80
x = -2.5

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 60000
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;屈み・強・キック
[Statedef 60080]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 210, root,var(6)
freqmul = 1.1+((random%2)*0.1)

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 440, 3]
type = Projectile
trigger1 = animelem = 8
attr = C, NA
damage    = 70;154
hitflag = MAF
guardflag = L
projanim = 99011;---
projhitanim = -1
projid = 99011
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 0,1;11,12
sparkno = s7001
getpower = 61,61
sparkxy = 50,-18
hitsound   = s340,root,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 60000
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ジェノサイド
[Statedef 60105]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 60110
ctrl = 0

[State 0]
type = varadd
triggerall = ishelper(11355)||ishelper(11356)
trigger1 = time = 0
trigger1 = var(10) > 0
v = 10
value = -2000
ignorehitpause = 1

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

;[State 2000, 2]
;type = SuperPause
;trigger1 = time = 0
;time = 27
;movetime = 27
;anim = -1
;p2defmul = 1
;ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -20,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -20,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,2

;[State 2000, 6]
;type = PlaySnd
;trigger1 = Time = 1
;value = 3500,8
;volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3500,10
volume = 250

[State 50, 4]
type = AfterImage
trigger1 = time = 28
time = 120
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 8
value = 40, 2
channel = 0
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 12
value = 240, 1
channel = 0
[State 200, 1]
type = PlaySnd
trigger1 = animelem = 14
value = 1100, 1
channel = 0
[State 0]
type = turn
trigger1 = fvar(1) < 0
trigger1 = roundstate = 2
trigger1 = animelem = 12 || animelem = 13 || animelem = 14
ignorehitpause = 1

[State 240, 2]
type = Projectile
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    = 30,10
getpower = 35,30
guardflag = MA
projanim = 60051;---
projhitanim = -1
projid = 99006
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0;---
pausetime = 0,40
sparkno = s7001
sparkxy = 75,-55
hitsound   = s340,root,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = 0
nochainID = 1200
kill = 0

[State 240, 2]
type = Projectile
trigger1 = animelem = 7
attr = S, NA
animtype  = hard
damage    = 35,10
getpower = 30,30
guardflag = MA
projanim = 60051;---
projhitanim = -1
projid = 99006
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -0,0
velocity = 0;---
pausetime = 0,50
sparkno = s7001
sparkxy = 75,-55
hitsound   = s340,root,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = 0
nochainID = 1200
kill = 0

[State 240, 2]
type = Projectile
trigger1 = animelem = 12
attr = S, NA
animtype  = hard
damage    = 40,12
getpower = 30,30
projanim = 99006;---
projhitanim = -1
projid = 990060
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 0,45
sparkno = s7001
sparkxy = 55,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
nochainID = 1200
kill = 0
[State 240, 2]
type = Projectile
trigger1 = animelem = 14
attr = S, NA
animtype  = hard
damage    = 60,15
getpower = 30,30
projanim = 99006;---
projhitanim = -1
projid = 990060
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0;---
guardflag = MA
pausetime = 0,12
sparkno = s7001
sparkxy = 60,-106
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-9
air.velocity = -1,-9
fall = 1
fall.recover = 0

[State 240]
type = Envcolor
trigger1 = root,projcontact99006 = 1
value = 255, 255, 255
time = 5
under = 1
ignorehitpause = 1
[State 240]
type = Envcolor
trigger1 = root,projcontact990060 = 1
value = 255, 255, 255
time = 10
under = 1
ignorehitpause = 1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 11;40
anim = 60101
id = 60101
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 999999999999
supermove = 0
ignorehitpause = 0
under = 0

[State 40, 4]
type = VelSet
trigger1 = animelem = 14
x = 1
y = -3

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animtime = 0
value = 60106
;ctrl = 1

;--------------------------------------------------------------------------
[Statedef 60106]
type    = A
physics = A

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 0]
type = turn
triggerall = ishelper
trigger1 = fvar(1) < 0
trigger1 = roundstate = 2
ignorehitpause = 1

[State 52, 4]
type = ChangeState
trigger1 = time = 15
value = 60107
ctrl = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 60107]
type    = A
physics = N

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60000+((random<50)*38)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 50, 2]
type = ChangeAnim
trigger1 = Time <= 1
value = 60102

[State 50, 3]
type = ChangeAnim
trigger1 = anim = 60102
trigger1 = anim != 60103
trigger1 = time = 1
value = 60103

[State 50, 3]
type = ChangeAnim
trigger1 = anim = 60103
trigger1 = anim != 60104
trigger1 = pos y = 0
value = 60104

[State 50, 3]
type = velset
trigger1 = time = 1
y = 20
[State 50, 3]
type = velset
trigger1 = pos y >= 0
x = 0
y = 0
[State 50, 3]
type = posset
trigger1 = pos y >= 0
y = 0

[State 200, 1]
type = PlaySnd
trigger1 = time = 1
value = 40, 2
[State 200, 1]
type = PlaySnd
trigger1 = anim = 60104
trigger1 = animelem = 1
value = 11, 1
;channel = 0

[State 11001]
type = EnvShake
trigger1 = anim = 60104
trigger1 = animelem = 1
time = 15
ampl = -15
freq = 60
phase = 60

[State 630, 2]
type = Projectile
trigger1 = time = 1
attr = A, NA
damage = 80,20
getpower = 61,61
hitflag = MAFDP
guardflag = 
projanim = 601030;99014
projhitanim = -1
projid = 990
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 100
postype = p1
offset = 0,0
velocity = 1,20
priority = 3
pausetime = 0,0;8,8
sparkno = s7000
sparkxy = 50,-51
hitsound   = s225,1
guard.sparkno = s7010
guardsound = s225,1
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -2,50;20
air.velocity = -2,50;20
nochainID = 1200
fall = 1
fall.recover = 0

[State 630, 2]
type = Projectile
trigger1 = anim = 60104
trigger1 = root,numprojid(990140) = 0
trigger1 = animelem = 1
trigger1 = enemy,stateno = [5050,5110]
attr = A, NA
damage = 99,20
getpower = 61,61
hitflag = MAFDP
guardflag = 
projanim = 1000000;300600
projhitanim = -1
projid = 990140
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 40
postype = p1
offset = 0,0
velocity = 0,0
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = 50,-51
hitsound   = s225,1
guard.sparkno = s7010
guardsound = s225,1
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = 0,20
air.velocity = 0,20
nochainID = 1200

[State 240]
type = Envcolor
trigger1 = root,projcontact990140 = 1
value = 255, 255, 255
time = 5
under = 1
ignorehitpause = 1

[State 0]
type = turn
trigger1 = fvar(1) < 0
trigger1 = roundstate = 2
ignorehitpause = 1

[state a];10 19 29 39
type = playsnd
trigger1 = time = 10 || time = 19 || time = 29 || time = 39
value = 1450,0
[state a];
type = playsnd
trigger1 = time = 10 || time = 19 || time = 29 || time = 39
value = 190,2
[state a];
type = playsnd
trigger1 = time = 10 || time = 19 || time = 29 || time = 39
value = 801,1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 9
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = 0,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 18
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = 80,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 28
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = 160,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 38
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = 240,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 18
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = -80,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 28
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = -160,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
under = 0
[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = time = 38
anim = 2550;1415
id = 2550;1415
sprpriority = 99999
postype = p1
pos = -240,10
removetime = 30
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
under = 0


[State 2];攻撃の指定
type = Projectile
trigger1 = time = 10
attr = S, SP
animtype  = hard
damage    = 58,10
getpower = 61,61
guardflag = M
projanim = 990100;99019;---
projhitanim = -1
projid = 990100;99019
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 18;5
postype = p1
offset = 0,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 19
attr = S, SP
animtype  = hard
damage    = 58,10
getpower = 61,61
guardflag = M
projanim = 990100;99019;---
projhitanim = -1
projid = 990100;99019
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 18;5
postype = p1
offset = 80,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 29
attr = S, SP
animtype  = hard
damage    = 58,10
getpower = 61,61
guardflag = M
projanim = 990100;99019;---
projhitanim = -1
projid = 990100;99019
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 18;5
postype = p1
offset = 160,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 39
attr = S, SP
animtype  = hard
damage    = 5810
getpower = 61,61
guardflag = M
projanim = 990100;99019;---
projhitanim = -1
projid = 990100;99019
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 18;5
postype = p1
offset = 240,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 19
attr = S, SP
animtype  = hard
damage    = 58,10
getpower = 61,61
guardflag = M
projanim = 990100;99019;---
projhitanim = -1
projid = 990100;99019
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 18;5
postype = p1
offset = -80,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 29
attr = S, SP
animtype  = hard
damage    = 58,10
getpower = 61,61
guardflag = M
projanim = 990100;99019;---
projhitanim = -1
projid = 990100;99019
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 18;5
postype = p1
offset = -160,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
[State 2];攻撃の指定
type = Projectile
trigger1 = time = 39
attr = S, SP
animtype  = hard
damage    = 58,10
getpower = 61,61
guardflag = M
projanim = 990100;99019;---
projhitanim = -1
projid = 990100;99019
projpriority = 9999999999999
projsprpriority = 99999999999
projremove = 0;1
projremovetime = 18;5
postype = p1
offset = -240,0
velocity = 0;---
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[State 52, 4]
type = ChangeState
trigger1 = anim = 60104
trigger1 = animtime = 0
value = 60000
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;防御
[Statedef 60038]
type    = S
movetype= I
physics = S
anim = 150
ctrl = 0

[State 100500]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 60038;-((var(2)<=0)*48679)
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1995, 3]
type = PalFX
trigger1 = gethitvar(damage) > 0
time = 5
add = 200,200,200
;mul = 255,255,255
;color = 0
;invertall = 1

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 640, 2]
type = PlaySnd
trigger1 = gethitvar(damage) > 0
value = 199, 1
[State -3]
type = varadd
triggerall = ishelper
trigger1 = var(2) < 200
trigger1 = (gametime%20) = 0
v = 2
value = 1
[State -3]
type = varadd
triggerall = ishelper
trigger1 = var(2) > 200
trigger1 = gethitvar(damage) > 0
v = 2
value = -1
[State 0]
type = NotHitBy
trigger1 = gethitvar(damage) > 0
value = SCA,AA,AT,AP
time = 10
ignorehitpause = 1
[State 0]
type = turn
triggerall = ishelper
trigger1 = fvar(1) < 0
trigger1 = roundstate = 2
ignorehitpause = 1
[State 0]
type = null
triggerall = ishelper
triggerall = enemy,time > 120
trigger1 = var(3) = 0 && var(3) := enemy,stateno || 1
trigger2 = var(3) > 0 && var(4) = 0 && var(4) := enemy,stateno || 1
trigger3 = var(4) > 0 && var(5) = 0 && var(5) := enemy,stateno || 1
trigger4 = var(5) > 0 && var(6) = 0 && var(6) := enemy,stateno || 1
trigger5 = var(6) > 0 && var(7) = 0 && var(7) := enemy,stateno || 1
ignorehitpause = 1

[State 240, 4]
type = ChangeState
triggerall = ishelper
trigger1 = root,var(3) != [400,899]
trigger1 = var(1) = [3,5] 
trigger1 = enemy,time <= 1
trigger2 = var(1) =  [1,2]
trigger2 = root,var(3) != [200,899]
trigger2 = enemy,time <= 1
value = 60000
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------






