;========================================================================
;サンダーストーム
[statedef 2000]
type=U
movetype=A
physics=U
velset=0,0
ctrl=0
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=turn
trigger1=!var(3)
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[State 3]
Type = SuperPause
Trigger1 = animelemtime(1)=1
Time = 30
movetime= 30
Anim = -1
Darken = 0
[state ]
type=playsnd
trigger1=animelemtime(1)=0
value=s2100,0
[state ]
type=playsnd
trigger1=animelemtime(1)=2
value=s3000,3
[state ]
type=playsnd
trigger1=animelemtime(1)=1
value=s3000,5
[state ]
type=playsnd
trigger1=animelemtime(1)=8
value=s3000,6
[state ]
type=playsnd
trigger1=animelemtime(1)=30
value=s2100,1
[state ]
type=playsnd
trigger1=animelemtime(1)=35
value=s4000,0
[state ]
type=playsnd
trigger1=animelemtime(1)=43
value=s4000,2
[state 1]
type = explod
trigger1 = animelemtime(1)=0
postype =p1
bindtime = -1
pos = 0,-110
anim = 9996
id = 9996
ontop = 1
removetime = -2
ownpal = 1
trans = add
supermovetime=2147483647
pausemovetime=2147483647
[state 1]
type = explod
trigger1 = animelemtime(1)=20
postype =p1
bindtime = -1
pos = 0,-110
anim = 9997
id = 9997
ontop = 1
removetime = -2
ownpal = 1
trans = add
supermovetime=2147483647
pausemovetime=2147483647
[state 1]
type = explod
trigger1 = animelemtime(1)=0
postype =p1
bindtime = -1
pos = 0,-110
anim = 9998
id = 9998
ontop = 1
removetime = -2
ownpal = 1
trans = add
supermovetime=2147483647
pausemovetime=2147483647
[state 1]
type = explod
trigger1 = animelemtime(1)=18||animelemtime(1)=26
postype =p1
bindtime = -1
pos = 0,-110
anim = 9999
id = 9999
ontop = 1
removetime = -2
ownpal = 1
trans = add
supermovetime=2147483647
pausemovetime=2147483647
[state 1]
type = explod
trigger1 = animelemtime(1)=30
postype =back
bindtime = -1
pos = 0,0
anim = 10000
id = 10000
sprpriority = 0
removetime = -2
ownpal = 1
trans = add
supermovetime=2147483647
pausemovetime=2147483647
[State 2205]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95
[state ]
type=palfx
trigger1=animelemtime(1)<=15
add = var(9)*(palno=12)*60+var(2)-animelemtime(1)*15,var(9)*(palno=12)*60+var(2)-animelemtime(1)*15,(!var(9))*50+var(2)-animelemtime(1)*15
mull = 140+116*(palno=[9,11]),256,256
time = 1
color = (palno<9&&palno%2=1)*256
ignorehitpause = 1
[state ]
type=palfx
trigger1=animelemtime(1)>15
add = -255-15*10+animelemtime(1)*10,-255-15*7+animelemtime(1)*7,-255-15*14+animelemtime(1)*14
mull = 0,0,0
time = 1
color = 0
invertall = 1
ignorehitpause = 1
[state ]
type=palfx
trigger1=animelemtime(1)>35
add = -255+295-100,-255+245-100,-255+385-100
mull = 0,0,0
time = 1
color = 0
invertall = 1
ignorehitpause = 1
[state ]
type=projectile
trigger1=animelemtime(1)>60
trigger1=gametime%5
projid=2002
projanim=2002
projremove=0
projremovetime=4
projhitanim=-1
postype=p1
offset=0,0
attr=S,NA
damage=38, 0
getpower=61,61
animtype=light
guardflag=MA
hitflag=MAF
priority=3,hit
pausetime=0,10
sparkno=-1
sparkxy=-5,-89
hitsound=-1;s300,random%3
guard.sparkno=-1
guardsound=-1;s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-6
airguard.velocity=-1.9,-2
air.type=low
air.velocity=-1.4,-3
air.hittime=12
nochainID=1200
p2getp1state=0
p2stateno=5110
fall=1
fall.recover=0
fall.damage=-9999999999999999999999999999999999999999
[state ]
type=targetdrop
trigger1=numtarget
trigger1=target,ishelper
ignorehitpause=1
[state ]
type=targetstate
trigger1=numtarget
trigger1=!target,ishelper
trigger1 = (gametime%3) = 1
value=2003
[state ]
type=targetlifeadd
trigger1=numtarget
trigger1=!target,ishelper
value=-999999999999999
absolute=1
[state ]
type=targetstate
trigger1=numtarget
trigger1=!target,ishelper
trigger1=win
trigger1=target,stateno!=2003&&target,stateno!=[5050,5150]
value=2003
[state ]
type=changestate
trigger1=animelemtime(1)>400
value=2001
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
[statedef 2001]
type = U
movetype = I
physics = U
vel=0,0
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=palfx
trigger1=1
add = -60-animelemtime(1)*22,-110-animelemtime(1)*22,35-animelemtime(1)*22
mull = 0,0,0
time = 1
color = 0
invertall = 1
ignorehitpause = 1
[state 233]
type=palfx
trigger1=animelemtime(1)>10
add=-255-(25+(palno=12)*5)*10+animelemtime(1)*(25+(palno=12)*5),-255-(25+(palno=12)*5)*10+animelemtime(1)*(25+(palno=12)*5),-255-(25+(!var(9))*4)*10+animelemtime(1)*(25+(!var(9))*4)
mull=140+116*(palno=[9,11]),256,256
time=1
color=(palno<9&&palno%2=1)*256
invertall = 0
ignorehitpause = 1
[state 244]
type=palfx
trigger1=animelemtime(1)>20
add=(palno=12)*60,(palno=12)*60,0
mull=140+116*(palno=[9,11]),256,256
time=1
color=(palno<9&&palno%2=1)*256
ignorehitpause = 1
[state ]
type=turn
trigger1=!animelemtime(1)
trigger1=!var(3)
ignorehitpause=1
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
[statedef 2002]
type=S
movetype=A
physics=N
anim=2002
[state 200]
type=hitdef
trigger1=gametime%5
attr=S,NA
damage=38,0
getpower=61,61
animtype=light
guardflag=
hitflag=MAF
priority=3,Hit
pausetime=0,8
sparkno=-1;s7000
sparkxy=-5,-89
hitsound=-1;s300,random%3
guard.sparkno=-1;s7010
guardsound=-1;s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-6
airguard.velocity=-1.9,-2
air.type=low
air.velocity=-1.4,-3
air.hittime=12
nochainID=1200
p2getp1state=0
p2stateno=5110
fall=1
fall.recover=0
fall.damage=-9999999999999999999999999999999999999999
[state ]
type=destroyself
trigger1=ishelper(2002)
trigger1=root,anim!=2000
trigger2=ishelper(3)
trigger2=time>20
ignorehitpause=1
[statedef 2003]
movetype=H
[state ]
type=nothitby
trigger1=1
value=SAC
ignorehitpause=1
[state ]
type=projectile
trigger1=ishelper
trigger1=root,numprojid(2003) = 0
trigger1=root,alive
attr = C,HP
projid = 2003
projanim = anim
projpriority = 7
projremove = 0
sparkno = -1
hitsound   = -1
projremovetime = 30
postype = p2
offset = 0,500
pausetime = 0,0
p1stateno = prevstateno
ignorehitpause = 1
[state ]
type=projectile
trigger1=ishelper
trigger1=root,alive
trigger1=time>=18
attr = C,HP
projid = 2005
projanim = anim
projpriority = 7
projremove = 0
sparkno = -1
hitsound   = -1
projremovetime = 30
postype = p2
offset = 0,500
pausetime = 0,0
p1stateno = 50
ignorehitpause = 1
[state ]
type = destroyself
triggerall = ishelper
trigger1 = time >= 20
trigger2 = roundstate !=2
trigger3 = root,alive = 0
ignorehitpause = 1
[state ]
type=lifeset
trigger1=!ishelper
value=0
ignorehitpause=1
[state ]
type=posset
trigger1=!ishelper
y=0
ignorehitpause=1
[state ]
type=velset
trigger1=!ishelper
x=(!alive)*-3
y=(!alive)*-6
ignorehitpause=1
[state ]
type=changeanim
trigger1=!alive
value=(selfanimexist(5050))
ignorehitpause=1
[state ]
type=changestate
trigger1=!ishelper
trigger1=!alive
value=2004
ignorehitpause=1
[state ]
type=selfstate
trigger1=!ishelper
trigger1=alive
trigger1=time>20
trigger1=roundstate=2
value=50
ignorehitpause=1
[statedef 2004]
type    = A
movetype= I
physics = N
sprpriority=-1
[State 5050, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050
[State 5050, 2]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
[State 5050, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)
[State 5050, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200
[State 5050, 5]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210
[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
;=========================================================================