;==========================================================================================
;==========================================================================================
;変数使用?

;?1 = キャラク??のモ?ド変更
;?2 = 勝利??ズ変更
;?3 = クイックMAX判定
;?4 = スロ?処理
;?5 = 強弱??ン判定
;?6 = 通常攻撃?イス、乱数指定
;?7 = 火??コ?ンド受付判定
;?8 = MAX発動判定
;?9 = MAX発動時のパワ?セット(仮)
; 10 = プレイヤ?の向き設定
; 11 = MAX発動コ?ンド判定
; 12 = KOサウンド
; 13 = 火??連続?メ?ジ規制
; 14 = 混ヒットカウント関係
; 15 = ハイジャンプ
; 16 = 小ジャンプ
; 17 = ?メ?ジ補正に使用
; 18 = オロ?火柱回数
; 19 = 背景のフェ?ドイン、フェ?ドアウト
; 20 = MAX超ヒット判定
;
; 30 = AI判定

;==========================================================================================
;==========================================================================================
;追加分

;==========================================================================================
;==========================================================================================

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 70
liedown.time = 10
airjuggle = 50
sparkno = 2
guard.sparkno = 40
KO.echo = 0
 volume = 40
  IntPersistIndex = 0
FloatPersistIndex = 40
power = 9000

[Size]
xscale = 1           
yscale = 1          
ground.back = 15     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 125          
attack.dist = 320    
proj.attack.dist = 320
proj.doscale = 0       
head.pos = 0, -118   
mid.pos = -4, -86    
shadowoffset = 0     
draw.offset = 0,0    

[Velocity]
walk.fwd  = 3.4      
walk.back = -3.4     
run.fwd  = 6.2130434, 0    
run.back = -6.5,-1.8 
jump.neu = 0,-9.8    
jump.back = -4.05,2    
jump.fwd = 4.0,2       
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1     
airjump.back = -2.55     
airjump.fwd = 2.5         

[Movement]
airjump.num = 0      
airjump.height = 35  
yaccel = .57         
stand.friction = .85  
crouch.friction = .82 

;---------------------------------------------------------------------------
; 立ち状態
;---------------------------------------------------------------------------

[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0]
type = ChangeAnim
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
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0]
type = lifeset
trigger1 = name != "G Mizuchi"&&enemynear,var(28) <= 0
ignorehitpause = 1
value = 0

[State 0, powerset]
type = powerset
trigger1 = Alive
value = 9000

[state 0]
type = destroyself
trigger1 = ishelper

[State 0]
type = ChangeState
trigger1 = !alive
value = 5050

;---------------------------------------------------------------------------
; ジャンプス??ト
;---------------------------------------------------------------------------

[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40]
type = ChangeState
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 40]
Type = ChangeState
triggerall = var(30) = 1
Trigger1 = Time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1

;---------------------------------------------------------------------------
; GUARD 
;---------------------------------------------------------------------------

[Statedef 140]
type = U    
physics = U 
ctrl = 1

[State 140]
type = helper
trigger1 = palno=12&&!(numhelper(195010)||numhelper(195011))&&roundstate=2
id = 195011-statetype=S
persistent = 0
name = "baef"
pos = 20,-(40+((statetype=A)*50)+((statetype=S)*45))
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 140]
type = ChangeAnim
trigger1 = palno=12&&Time=0
value = 0+((statetype=C)*11)+((statetype=A)*142)

[State 140]
type = ChangeAnim
trigger1 = palno!=12&&Time=0
value = 140+(statetype=C)+(statetype=A)*2

[State 140]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;---------------------------------------------------------------------------
; SGUARDHIT
;---------------------------------------------------------------------------

[Statedef 150]
type    = S
movetype= I
physics = N
velset = 0,0

[State 150]
type = StateTypeSet
trigger1 = palno = 12
physics = S

[State 150]
type = Posset
trigger1 = palno = 12 && numhelper(190000)
x = helper(190000),pos x
y = helper(190000),pos y

[State 150]
type = ChangeAnim
trigger1 = 1
value = ifelse(palno=12,0,150)
ignorehitpause = 1
persistent = 0

[State 150]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 150]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 151]
type    = S
movetype= I
physics = S

[State 151]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 152]
type    = C
movetype= I
physics = N
velset = 0,0

[State 152]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
;---------------------------------------------------------------------------

[Statedef 153]
type    = C
movetype= I
physics = C

[State 153]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
;---------------------------------------------------------------------------

[Statedef 154]
type    = A
movetype= I
physics = N
velset = 0,0

[State 154]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154]
type = ChangeState
trigger1 = HitShakeOver
value = 155 

[State 154]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
;---------------------------------------------------------------------------

[Statedef 155]
type    = A
movetype= I
physics = N
anim = 152

[State 155]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 155]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;---------------------------------------------------------------------------
; フロントステップ
;---------------------------------------------------------------------------

[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 100]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State 100]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 100]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100]
type = VelSet
trigger1 = animelem = 3
x = 8

[State 100]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
triggerall = var(30) != 1
trigger1 = command = "holdfwd"
trigger1 = animelem = 5,>=0
value = 101

[State 100]
type = CtrlSet
trigger1 = var(30) = 1
value = 0

[State 100]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ?ッシュ
;---------------------------------------------------------------------------

[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 100]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
;?ッシュ
;---------------------------------------------------------------------------

[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; ステップ
;---------------------------------------------------------------------------

[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0

[State 101]
type = ChangeState
trigger1 = Time = 7
value = 102

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 102]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 102]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 103]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 103]
type = PosSet
trigger1 = Time = 0
y = 0

[State 103]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 103]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;バックステップ
;---------------------------------------------------------------------------

[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 105]
type = Trans
trigger1 = (GameTime%3) = 1
trans = add1
alpha = 100,250

[State 105]
type = ChangeState
trigger1 = Time = 7
value = 106

;---------------------------------------------------------------------------
; 空中
;---------------------------------------------------------------------------

[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 106]
type = Trans
trigger1 = (GameTime%3) = 1
trans = add1
alpha = 100,250

[State 106]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 106]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107

;---------------------------------------------------------------------------
; 着地
;---------------------------------------------------------------------------

[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 107]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 107]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 107]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ?イ?オ?バ?
;---------------------------------------------------------------------------

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 170]
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 171

;---------------------------------------------------------------------------
; 勝った動作１
;---------------------------------------------------------------------------

[Statedef 180]
type = S

[State 180]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

[State 180]
type = ChangeState
trigger1 = var(2) = 0
value = 181

[State 180]
type = ChangeState
trigger1 = Var(2) = 1
value = 183

;---------------------------------------------------------------------------
; 勝った動作
;---------------------------------------------------------------------------

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181]
type = PlaySnd
trigger1 = time = 50
value = 181,0

[State 181]
type = Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

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

[State 181]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

;---------------------------------------------------------------------------
; 勝った動作
;---------------------------------------------------------------------------

[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 183]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 183]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0

[State 183]
type = AssertSpecial
trigger1 = time = [0,250]
flag = roundnotover

;---------------------------------------------------------------------------
; 通常登場
;---------------------------------------------------------------------------

[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190]
type = PlaySnd
trigger1 = animelem = 11
value = 190,0

[State 190]
type = PlaySnd
trigger1 = animelem = 13
value = 190,1

[State 190]
type = PlaySnd
trigger1 = animelem = 14
value = 190,2

[State 190]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 190] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挑発
;---------------------------------------------------------------------------

[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
poweradd = 80

[State 195]
type = PlaySnd
trigger1 = animelem = 3
value = 195,0

[State 195]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 遠距離立ち弱パン?
;---------------------------------------------------------------------------

[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
velset = 0,0                     
ctrl = 0                         
anim = 200                       
poweradd = 0                   

[State 200]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.038
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 200]
type = HitDef
trigger1 = time = 0
attr = S, NA                     
damage = 38, 0                   
getpower = 61,61
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 4, 6                 
sparkno = s7000                      
sparkxy = -5, -89               
hitsound = s202,0                 
guard.sparkno = s7010
guardsound = s121, 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                 
ID = fvar(11)

[State 200]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,var(6)

[state 200]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離立ち弱パン?
;---------------------------------------------------------------------------

[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8
velset = 0,0                    
ctrl = 0                         
anim = 205                       
poweradd = 0                    
sprpriority = 2                  

[State 205]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.029
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 205]
type = HitDef
trigger1 = time = 0
attr = S, NA                     
damage = 29, 0                  
getpower = 61,61
animtype = Light                 
guardflag = MA                   
hitflag = MAF                   
priority = 3, Hit                
pausetime = 4, 6 
sparkno = s7000
sparkxy = -20, -69 
hitsound = s202,0               
guard.sparkno = s7010
guardsound = s121, 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  
ID = fvar(11)

[State 205]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,var(6)

[State 205]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state 205]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 205]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離強パン?
;---------------------------------------------------------------------------

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State 210]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.176
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 210]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)

[State 210]
type = PlaySnd
trigger1 = animelem = 4
value = 4000, 14

[State 210]
type = Explod
trigger1 = animelem = 7
anim = 3049
sprpriority = 3
postype = p1
pos = 53,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 210]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 176,15
getpower = 33,33
guardflag = M
pausetime = 30,30
sparkno = s7002
sparkxy = -10,-77
hitsound   = s222,0
guardsound = s120,0
guard.sparkno = s7012
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
ID = fvar(11)
envshake.time = 8
envshake.ampl = 8

[State 210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 近距離立ち強パン?の動作
;---------------------------------------------------------------------------

[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 215]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.135
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 215]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 215]
type = PlaySnd
trigger1 = animelem = 2
value = 4000, 14

[State 215]
type = Explod
trigger1 = animelem = 5
anim = 3049
sprpriority = 3
postype = p1
pos = 53,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 215]
type = HitDef
trigger1 = time = 1
attr = S, NA
animtype  = hard
damage    = 135,10
getpower = 61,61
guardflag = M
pausetime = 23,23
sparkno = s7002
sparkxy = -30,-75
hitsound   = s222,0
guard.sparkno = s7012
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
envshake.time = 8
envshake.ampl = 8
ID = fvar(11)

[State 215]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離 立ち弱キック
;---------------------------------------------------------------------------

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 230]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.038
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 230]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 230]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 230]
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 77,-91
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 230]
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 35,-21
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 230]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 38
getpower = 61,61
guardflag = MA
pausetime = 4,12
sparkno = s7000
sparkxy = -15,-57
hitsound   = s224,0
guard.sparkno = s7010
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = fvar(11)

[State 230]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;近距離立ち弱キック
;---------------------------------------------------------------------------

[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 235]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.029
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 235]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 235]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 235]
type = Explod
trigger1 = animelem = 3
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 33,-20
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 235]
type = Explod
trigger1 = animelem = 4
anim = 231
id = 200
sprpriority = 3
postype = p1
velset = 0,0
pos = 62,-54
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 235]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 4,12
sparkno = s7000
sparkxy = -10,-20
hitsound   = s224,0
guard.sparkno = s7010
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = fvar(11)

[State 235]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 29
getpower = 30,30
guardflag = MA
pausetime = 9,10
sparkno = s7000
sparkxy = -30,-54
hitsound   = s224,0
guard.sparkno = s7010
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = fvar(11)

[State 235]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;遠距離 立ち強キック
;---------------------------------------------------------------------------

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.096
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 240]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)

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

[State 240]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 240]
type = null;Explod
trigger1 = movehit = 1
anim = 3055
id = 3055
sprpriority = 5
postype = p2
pos = -15,-85
bindtime = -1
supermove = 1
ignorehitpause = 1
under = 0
ownpal = 1

[State 240]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s3054
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-5.2
ID = fvar(11)

[State 240]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s3054
sparkxy = -15,-106
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5.0
ID = fvar(11)

[state 240]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240]
type = ChangeState
value = 1100
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,80]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

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

;---------------------------------------------------------------------------
; 近距離立ち強キック
;---------------------------------------------------------------------------

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

[State 245]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.096
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 245]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 245]
type = PlaySnd
trigger1 = Time = 1
value = 210, var(6)

[State 245]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7002
sparkxy = -25,-55
hitsound   = s225,0
guard.sparkno = s7012
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
ID = fvar(11)

[State 245]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 58
getpower = 30,30
guardflag = H
pausetime = 11,12
sparkno = s7002
sparkxy = -25,-96
hitsound   = s225,0
guard.sparkno = s7012
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4
air.velocity = -2,-5.0
ID = fvar(11)

[State 245]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ふっ飛ばし攻撃
;---------------------------------------------------------------------------

[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 290]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.098
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 290]
type = PlaySnd
trigger1 = animelem = 3
value = 4000, 14

[State 290]
type = PlaySnd
trigger1 = animelem = 1
value = 290, 0

[State 290]
type = Explod
trigger1 = animelem = 3
anim = 3049
sprpriority = 3
postype = p1
pos = 30,-85
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 290]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 98,10
getpower = 136,136
guardflag = M
pausetime = 14,15
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7
ID = fvar(11)

[State 290]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ガ?ドキャンセルふっ飛ばし攻撃
;---------------------------------------------------------------------------

[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State 291]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 291]
type = PlaySnd
trigger1 = animelem = 1
value = 290, 0

[State 291]
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

[State 291]
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 291]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 39
getpower = 0,0
guardflag = M
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
envshake.time = 7
envshake.ampl = 7
ID = fvar(11)

[State 291]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;屈み弱パン?
;---------------------------------------------------------------------------

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2

[State 400]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.019
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 400]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-37
hitsound   = s202,0
guard.sparkno = s7010
guardsound = s121,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
ID = fvar(11)

[State 400]
type = ChangeState
value = 240
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,70]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

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

[State 400]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み強パン?
;---------------------------------------------------------------------------

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2

[State 410]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.096
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 410]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 410]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 410]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7002
sparkxy = -10,-73
hitsound   = s222,0
guard.sparkno = s7012
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
ID = fvar(11)

[State 410]
type = HitDef
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7002
sparkxy = -12,-78
hitsound   = s222,0
guard.sparkno = s7012
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
ID = fvar(11)

[State 410]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み弱キック
;---------------------------------------------------------------------------

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 430]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.019
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 430]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

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

[State 430]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s7000
sparkxy = -10,-12
hitsound   = s224,0
getpower = 30,30
guard.sparkno = s7010
guardsound = s121,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
ID = fvar(11)

[State 430]
type = ChangeState
value = 400
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = P2BodyDist X = [0,70]
trigger1 = p2movetype = H
trigger1 = MoveContact = 1

[State 430]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;屈み強キック
;---------------------------------------------------------------------------

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

[State 440]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.154
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

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

[State 440]
type = PlaySnd
trigger1 = Time = 1
value = 210, var(6)

[State 440]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7002
getpower = 61,61
sparkxy = -15,-18
hitsound   = s225,0
guardsound = s120,0
guard.sparkno = s7012
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
ID = fvar(11)

[State 440]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;空中弱パン?
;---------------------------------------------------------------------------

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.038
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 600]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(1)

[State 600]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-79
hitsound   = s202,0
guard.sparkno = s7010
guardsound = s121,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
ID = fvar(11)

;---------------------------------------------------------------------------
;空中強パン?
;---------------------------------------------------------------------------

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 610]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.125
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 610]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610]
type = PlaySnd
trigger1 = Time = 2
value = 210, var(6)

[State 610]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-76
hitsound   = s222,0
guard.sparkno = s7012
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
ID = fvar(11)

;---------------------------------------------------------------------------
;垂直空中弱キック
;---------------------------------------------------------------------------

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 630]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.036
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 630]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 630]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = -5,-51
hitsound   = s224,0
guard.sparkno = s7010
guardsound = s121,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
ID = fvar(11)

;---------------------------------------------------------------------------
;空中強キック
;---------------------------------------------------------------------------

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State 640]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.135
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

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

[State 640]
type = PlaySnd
trigger1 = Time = 2
value = 210, var(6)

[State 640]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7002
sparkxy = -10,-61
hitsound   = s225,0
guard.sparkno = s7012
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
ID = fvar(11)

;---------------------------------------------------------------------------
;空中ふっ飛ばし攻撃
;---------------------------------------------------------------------------

[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 690]
type = varset
trigger1 = palno=12&&time=0
fv = 10
value = 0.098
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 690]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,var(6)

[State 690]
type = PlaySnd
trigger1 = Time = 2
value = 4000, 14

[State 690]
type = Explod
trigger1 = Time = 2
anim = 3049
sprpriority = 3
postype = p1
pos = 30,-85
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 690]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98,10
getpower = 120,120
guardflag = M
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
ID = fvar(11)

;---------------------------------------------------------------------------
;緊?回避前
;---------------------------------------------------------------------------

[Statedef 700]
poweradd= 0
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 700]
type = Trans
trigger1 = var(55) <= 0
trans = add1
alpha = 200,200

[State 700]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP

[State 700]
type = HitBy
trigger1 = 1
value = SCA,AT

[state 700]
type = playerpush
trigger1 = 1
value = 0

[state 700]
type = posset
trigger1 = time = 0
y = 0

[State 700]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 0

[State 700]
type = velset
trigger1 = Time = 0
x = 0

[State 700]
type = velset
trigger1 = animelem = 2
x = 8

[State 700]
type = velset
trigger1 = animelem = 4
x = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 15
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 700] 
type = turn 
triggerall = animelem = 4
trigger1 = p2dist x< 0 
value = 1

[State 700]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;緊?回避後ろ
;---------------------------------------------------------------------------

[Statedef 701]
poweradd= 0
ctrl = 0
anim = 3031
sprpriority = 2
velset = 0,0

[State 701]
type = Trans
trigger1 = var(55) <= 0
trans = add1
alpha = 200,200

[state 701]
type = posset
trigger1 = time = 0
y = 0

[State 701]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP

[State 701]
type = HitBy
trigger1 = 1
value = SCA,AT

[state 701]
type = playerpush
trigger1 = 1
value = 0

[State 701]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

[State 701]
type = velset
trigger1 = animelem = 2
x = -9

[State 701]
type = velset
trigger1 = animelem = 5
x = 0

[State 701]
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 701]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;?ウン回避
;---------------------------------------------------------------------------

[Statedef 702]
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[state 702]
type = posset
trigger1 = time = 0
y = 0

[State 702]
type = NotHitBy
trigger1 = 1
value = SCA

[state 702]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 702]
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

[State 702]
type = velset
trigger1 = Time = 0
x = -4

[State 702]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state 702]
type = velset
trigger1 = vel x >= 0
x = 0

[State 702]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;シ?ズイグニッション
;---------------------------------------------------------------------------

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
numhits = 0
p1stateno = 801
p2stateno = 805
fall = 1

[State 800]
type = ChangeState
Trigger1 = AnimTime = 0
value = 215

;---------------------------------------------------------------------------
;自分
;---------------------------------------------------------------------------

[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

[State 801]
type = PlaySnd
trigger1 = time = 3
value = 800, 0

[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 4000, 16
volume = 0

[State 801]
type = PlaySnd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 4000, 15
volume = 250

[State 801]
type = EnvColor
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
persistent = 1
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801]
type = EnvShake
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
time = 12
ampl = 12
freq = 95
phase = 95

[State 801]
type = Hitadd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = 1

[State 801]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
anim = 7001
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 3057
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,-95
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 3057
sprpriority = 3
postype = p1
velset = 0,0
pos = 80,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 3057
sprpriority = 3
postype = p1
velset = 0,0
pos = 40,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelem = 6 || animelemtime(6) = 29
anim = 3059
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-95
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 10
anim = 3059
sprpriority = 2
postype = p1
velset = 0,0
pos = 80,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = animelemtime(6) = 20
anim = 3059
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 801]
type = TargetBind
trigger1 = animelem = 1
pos = 32,0

[state 801]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806

[State 801]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6 || animelemtime(6) = 10 || animelemtime(6) = 20 || animelemtime(6) = 29
value = Ceil(-0.04 * enemy,Const(data.life))
absolute = 1

[State 801]
type = Width
trigger1 = 1
edge = 60,0

[state 801] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手
;---------------------------------------------------------------------------

[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 805]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[state 805]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state 805]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state 805]
type = veladd
trigger1 = vel y < 0
y = 0.1

[State 805]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;相手
;---------------------------------------------------------------------------

[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 806]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3058

[State 806]
type = ChangeAnim
Trigger1 = Time = 30
value = 5050

[state 806]
type = velset
trigger1 = Time = 30
x = -1.5
y = -10

[State 806]
type = VelAdd
Trigger1 = Time >= 30
y = .4

[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ディメンジョンスフィアα
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 1001
ctrl = 0

[State 1000]
type = NotHitBy 
trigger1 = (palno=11||palno=12)&&animelem=8,<=0
value = SCA

[state 1000]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state 1000]
type = velset
trigger1 = animelem = 7
x = -2

[state 1000]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state 1000]
type = velset
trigger1 = vel x >= 0
x = 0

[State 1000] 
type = helper                   
triggerall = var(54) = [1,600]  
trigger1 = Animelem = 7        
id = 1000                       
persistent = 0                  
name = "tama"                   
pos = 70,-86                    
postype = P1                    
stateno = 3040                 
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1000]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 7
id = 1000
persistent = 0
name = "tama"
pos = 70,-86
postype = P1
stateno = 3040
helpertype = normal
keyctrl = 0
ownpal = 1

[state 1000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 3040]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3020
ownpal = 1

[state 3040]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[State 3040]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3040]
type = nothitby
trigger1 = 1
value = SCA

[state 3040]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3040]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3041
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3040]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3041
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3040]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3041]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3041]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3041]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3041]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3041]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[state 3041]
type = velset
trigger1 = Time = 0
x = 7

[State 3041]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3041]
type = HitDef
triggerall = root,palno!=12
trigger1 = time = 0
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 1]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3041]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3043 - (IfElse((root,var(1)= 0),1,0))

[State 3041]
type = ChangeState
trigger1 = Movehit = 1                 
value = 3043 - (IfElse((root,var(1)= 0),1,0))

[State 3041]
type = ChangeState
trigger1 = MoveGuarded = 1                      
value = 3043 - (IfElse((root,var(1)= 0),1,0))

[State 3041]
type = ChangeState
trigger1 = time >= 8
value = 3043

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 3042]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[state 3042]
type = playsnd
trigger1 = time = 0
value = 4000,5

[State 3042]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3042]
type = nothitby
trigger1 = 1
value = SCA

[state 3042]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[state 3042]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3043]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3016
ownpal = 1

[state 3043]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3043]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3043]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3043]
type = nothitby
trigger1 = 1
value = SCA

[state 3043]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3043]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,-80
postype = P1
stateno = 3044
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3043]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,-80
postype = P1
stateno = 3044
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3043]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3044]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[state 3044]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3044]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3044]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3044]
type = nothitby
trigger1 = 1
value = SCA

[state 3044]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3044]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3045
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3044]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3045
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3044]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3045]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3045]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3045]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3045]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3045]
type = velset
trigger1 = Time = 0
x = 7

[state 3045]
type = velset
trigger1 = Time = 0
y = 7

[State 3045]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3045]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 1]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3041]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3047 - (IfElse((root,var(1)= 0),5,0))

[State 3045]
type = ChangeState
trigger1 = Movehit = 1
value = 3047 - (IfElse((root,var(1)= 0),5,0))

[State 3045]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3047 - (IfElse((root,var(1)= 0),5,0))

[State 3045]
type = ChangeState
trigger1 = time >= 20
value = 3047

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

[Statedef 3047]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3016
ownpal = 1

[state 3047]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3047]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3047]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3047]
type = nothitby
trigger1 = 1
value = SCA

[state 3047]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3047]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,10
postype = P1
stateno = 3048
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3047]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,10
postype = P1
stateno = 3048
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3047]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3048]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[state 3048]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3048]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3048]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3048]
type = nothitby
trigger1 = 1
value = SCA

[state 3048]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3048]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3049
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3048]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3049
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3048]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3049]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3049]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3049]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3049]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3049]
type = velset
trigger1 = Time = 0
x = 4

[state 3049]
type = velset
triggerall = root,var(1) = 1
trigger1 = Time = 0
y = -2

[State 3049]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3049]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3049]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3041]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3050 - (IfElse((root,var(1)= 0),8,0))

[State 3049]
type = ChangeState
trigger1 = Movehit = 1
value = 3050 - (IfElse((root,var(1)= 0),8,0))

[State 3049]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3050 - (IfElse((root,var(1)= 0),8,0))

[State 3049]
type = ChangeState
trigger1 = time >= 30
value = 3050 - (IfElse((root,var(1)= 0),8,0))

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

[Statedef 3050]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3016
ownpal = 1

[state 3050]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3050]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3050]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3050]
type = nothitby
trigger1 = 1
value = SCA

[state 3050]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3050]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,-60
postype = P1
stateno = 3051
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3050]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = -120,-60
postype = P1
stateno = 3051
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3050]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3051]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[state 3051]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3051]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3051]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3051]
type = nothitby
trigger1 = 1
value = SCA

[state 3051]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3051]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3052
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3051]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3052
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3051]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3052]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3052]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3052]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3052]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3052]
type = velset
trigger1 = Time = 0
x = 8

[state 3052]
type = velset
trigger1 = Time = 0
y = 4

[State 3052]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3052]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3052]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3041]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3053

[State 3052]
type = ChangeState
trigger1 = Movehit = 1
value = 3053

[State 3052]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3053

[State 3052]
type = ChangeState
trigger1 = time >= 40
value = 3053

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

[Statedef 3053]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3016
ownpal = 1

[state 3053]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3053]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3053]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3053]
type = nothitby
trigger1 = 1
value = SCA

[state 3053]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3053]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = p2dist x-80,p2dist y-50
postype = P1
stateno = 3054
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3053]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = p2dist x-80,p2dist y-50
postype = P1
stateno = 3054
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3053]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3054]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[state 3054]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3054]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3054]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3054]
type = nothitby
trigger1 = 1
value = SCA

[state 3054]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3054]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3055
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3054]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3055
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3054]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3055]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3055]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3055]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3055]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3055]
type = velset
trigger1 = Time = 0
x = 8

[State 3055]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3055]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3055]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3055]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3056

[State 3055]
type = ChangeState
trigger1 = Movehit = 1
value = 3056

[State 3055]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3056

[State 3055]
type = ChangeState
trigger1 = time >= 40
value = 3056

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

[Statedef 3056]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3016
ownpal = 1

[state 3056]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3056]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3056]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3056]
type = nothitby
trigger1 = 1
value = SCA

[state 3056]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3056]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = p2dist x+80,p2dist y-50
postype = P1
stateno = 3057
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3056]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 1000
persistent = 0
name = "tama"
pos = p2dist x+80,p2dist y-50
postype = P1
stateno = 3057
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3056]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3057]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[state 3012]
type = playsnd
trigger1 = time = 0
value = 4000,4
volume = 250

[state 3057]
type = playsnd
trigger1 = Animelem = 2
value = 4000,10

[State 3057]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3057]
type = nothitby
trigger1 = 1
value = SCA

[state 3057]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3057]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3058
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3057]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3058
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3057]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;ピンク色の玉
;---------------------------------------------------------------------------

[Statedef 3058]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3058]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3058]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3058]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3058]
type = velset
trigger1 = Time = 0
x = -8

[State 3058]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3058]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3058]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3041]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 3042

[State 3058]
type = ChangeState
trigger1 = Movehit = 1
value = 3042

[State 3058]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 3042

[State 3058]
type = ChangeState
trigger1 = time >= 40
value = 3042

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;フ?ント?スフィアα
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 70
velset = 0,0
anim = 3022
ctrl = 0

[State 1001]
type = NotHitBy 
trigger1 = (palno=11||palno=12)&&animelem=10,<=0
value = SCA

[state 1001]
type = playsnd
trigger1 = Animelem = 10
value = 4000,9
volume = 250

[State 1001]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = 0,-180
postype = P1
stateno = 3060
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1001]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = 0,-20
postype = P1
stateno = 3062
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1001]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = p2dist x,-180
postype = P1
stateno = 3063
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1001]
type = helper
triggerall = palno = 12
triggerall = var(54) = [1,600]
trigger1 = Animelem = 10
id = 30600
persistent = 0
name = "taa"
pos = p2dist x +80,p2dist y -50
postype = P1
stateno = 3063
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999


[State 1001]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = 0,-180
postype = P1
stateno = 3060
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1001]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = 0,-20
postype = P1
stateno = 3062
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1001]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 10
id = 3060
persistent = 0
name = "taa"
pos = p2dist x,-180
postype = P1
stateno = 3063
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1001]
type = helper
triggerall = palno = 12
triggerall = var(54) != [1,600]
trigger1 = Animelem = 10
id = 30600
persistent = 0
name = "taa"
pos = p2dist x +80,p2dist y -50
postype = P1
stateno = 3063
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;煙のようなもの
;---------------------------------------------------------------------------

[Statedef 3060]
type = S
movetype = A
physics = N
anim = 3021
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3060]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3060]
type = PlaySnd
trigger1 = (GameTime%35) = 1
value = 4000, 11
volume = 100
channel = 5

[State 3060]
type = Trans
trigger1 = Time >= 5
trans = addalpha
alpha = 80-(IfElse((root,var(55)<= 0),0,(root,var(1)*70))),220+(IfElse((root,var(55)<= 0),0,(root,var(1)*30)))

[State 3060]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3060]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3060]
type = velset
trigger1 = Time = [40,100]
x = 1.5

[state 3060]
type = veladd
trigger1 = Time = [70,100]
x = 2

[state 3060]
type = velset
trigger1 = Time >= 100
x = 1.5

[state 3060]
type = veladd
trigger1 = Time >= 100
x = 2

[state 3060]
type = velset
trigger1 = Time = [40,100]
y = 2

[state 3060]
type = veladd
trigger1 = Time = [70,100]
y = 2.5

[state 3060]
type = velset
trigger1 = Time >= 100
y = -2

[state 3060]
type = veladd
trigger1 = Time >= 100
y = -2.5

[State 3060]
type = ReversalDef
trigger1 = root,var(59) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s7001
hitsound = s4000,3
p2stateno = 13119

[State 3060]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3060]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = time = 0
id = 3064
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3060]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = time = 0
id = 3064
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3060]
type = changestate
trigger1 = time >= 1 && numhelper(3064) = 0
value = 3061

[State 3060]
type = changestate
trigger1 = time >= 130 - (IfElse((root,var(1)= 0),50,0))
value = 3061

;---------------------------------------------------------------------------
;煙のようなもの消滅
;---------------------------------------------------------------------------

[Statedef 3061]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3021
ownpal = 1

[state 3061]
type = stopsnd
trigger1 = time >= 29
channel = 5

[State 3061]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 250,250

[State 3061]
type = AssertSpecial
trigger1 = (GameTime%3) = 1
flag = invisible

[State 3061]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3061]
type = nothitby
trigger1 = 1
value = SCA

[state 3061]
type = destroyself
trigger1 = time >= 30

;---------------------------------------------------------------------------
;煙のようなもの
;---------------------------------------------------------------------------

[Statedef 3062]
type = S
movetype = A
physics = N
anim = 3021
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3062]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3062]
type = PlaySnd
trigger1 = (GameTime%35) = 1
value = 4000, 11
volume = 100
channel = 5

[State 3062]
type = Trans
trigger1 = Time >= 5
trans = addalpha
alpha = 80-(IfElse((root,var(55)<= 0),0,(root,var(1)*70))),220+(IfElse((root,var(55)<= 0),0,(root,var(1)*30)))

[State 3062]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3062]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3062]
type = velset
trigger1 = Time = [40,100]
x = 1.5

[state 3062]
type = veladd
trigger1 = Time = [70,100]
x = 2

[state 3062]
type = velset
trigger1 = Time >= 100
x = 1.5

[state 3062]
type = veladd
trigger1 = Time >= 100
x = 2

[state 3062]
type = velset
trigger1 = Time = [40,100]
y = -2

[state 3062]
type = veladd
trigger1 = Time = [70,100]
y = -2.5

[state 3062]
type = velset
trigger1 = Time >= 100
y = 2

[state 3062]
type = veladd
trigger1 = Time >= 100
y = 2.5

[State 3062]
type = ReversalDef
trigger1 = root,var(59) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s7001
hitsound = s4000,3
p2stateno = 13119

[State 3062]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3062]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = time = 0
id = 3065
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3062]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = time = 0
id = 3065
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3062]
type = changestate
trigger1 = time >= 1 && numhelper(3065) = 0
value = 3061

[State 3062]
type = changestate
trigger1 = time >= 130 - (IfElse((root,var(1)= 0),50,0))
value = 3061

;---------------------------------------------------------------------------
;煙のようなもの
;---------------------------------------------------------------------------

[Statedef 3063]
type = S
movetype = A
physics = N
anim = 3021
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3063]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3063]
type = PlaySnd
trigger1 = (GameTime%35) = 1
value = 4000, 11
volume = 100
channel = 5

[State 3063]
type = Trans
trigger1 = Time >= 5
trans = addalpha
alpha = 80-(IfElse((root,var(55) <= 0),0,(root,var(1)*70))),220+(IfElse((root,var(55) <= 0),0,(root,var(1)*30)))

[State 3063]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3063]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3063]
type = velset
trigger1 = ishelper(30600) && Time >= 40
x = -3

[state 3063]
type = velset
trigger1 = !(ishelper(30600)) && Time >= 40
y = 3

[State 3063]
type = ReversalDef
trigger1 = root,var(59) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s7001
hitsound = s4000,3
p2stateno = 13119

[State 3063]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3063]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = time = 0
id = 3066
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3063]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = time = 0
id = 3066
persistent = 0
name = "taa"
pos = 0,0
postype = P1
stateno = 3064
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3063]
type = changestate
trigger1 = time >= 1 && numhelper(3066) = 0
value = 3061

[State 1010]
type = changestate
trigger1 = time >= 130
value = 3061

;---------------------------------------------------------------------------
;煙のようなもの攻撃判定
;---------------------------------------------------------------------------

[Statedef 3064]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
sprpriority = 1
ctrl = 0
anim = 3032
ownpal = 1

[State 3064]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 3064]
type = nothitby
trigger1 = 1
value = SCA

[state 3064]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 3060

[State 3064]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 3064]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 50,10
getpower = 50,50
hitflag = MAFD
guardflag = M
pausetime = 0,0
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 13120

[State 3064]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 50,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 13120

[State 3041]
type = destroyself
trigger1 = root,palno=12&&root,fvar(18)!=0

[state 3064]
type = destroyself
trigger1 = movehit = 1

[state 3064]
type = destroyself
trigger1 = MoveGuarded = 1

[state 3064]
type = destroyself
trigger1 = time >= 130 - (IfElse((root,var(1)= 0),50,0))

;---------------------------------------------------------------------------
;固まる相手
;---------------------------------------------------------------------------

[Statedef 13119]
type    = A
movetype = H
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1

[State 13119]
type = destroyself
trigger1 = ishelper

[State 13119]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life-(Ceil(0.15*Const(data.life)))

[State 13119]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 13119]
type = Trans
trigger1 = (GameTime%2) = 1
trans = addalpha
alpha = 80,220

[State 13119]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 13119]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 13119]
type = changestate
trigger1 = time >= 70
value = 10380

;---------------------------------------------------------------------------
;固まる相手
;---------------------------------------------------------------------------

[Statedef 13120]
type    = A
movetype = H
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1

[State 13120]
type = destroyself
trigger1 = ishelper

[State 13120]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 13120]
type = Trans
trigger1 = (GameTime%2) = 1
trans = addalpha
alpha = 80,220

[State 13120]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 13120]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 13120]
type = changestate
trigger1 = time >= 70
value = 10380

;---------------------------------------------------------------------------
;相手吹っ飛び
;---------------------------------------------------------------------------

[Statedef 10380]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 10380]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10380]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 10380]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 10380]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
;相手落下
;---------------------------------------------------------------------------

[Statedef 10381]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 10381]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10381]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[State 10381]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 10381]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10382]
type    = L
movetype= H
physics = N

[State 10382]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10382]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 10382]
type = FallEnvShake
trigger1 = Time = 0

[State 10382]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 10382]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 10382]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 10382]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10382]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 10382]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 10384

[State 10382]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10382]
type = HitFallDamage
trigger1 = Time = 3

[State 10382]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10382]
type = PosFreeze
trigger1 = 1

[State 10382]
type = ChangeState
trigger1 = AnimTime = 0
value = 10383

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10383]
type    = L
movetype= H
physics = N

[State 10383]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 10383]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 10383]
type = HitFallVel
trigger1 = Time = 0

[State 10383]
type = PosSet
trigger1 = Time = 0
y = 20

[State 10383]
type = VelAdd
trigger1 = 1
y = .4

[State 10383]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 10384

;---------------------------------------------------------------------------
;相手地面
;---------------------------------------------------------------------------

[Statedef 10384]
type    = L
movetype= H
physics = N

[State 10384]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10384]
type = PlayerPush
trigger1 = 1
value = 0

[State 10384]
type = FallEnvShake
trigger1 = Time = 0

[State 10384]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 10384]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 10384]
type = HitFallDamage
trigger1 = Time = 0

[State 10384]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10384]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 10384]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 10384]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 10384]
type = VelSet
trigger1 = Time = 0
y = 0

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 10384]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 10384]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 10384]
type = ChangeState
triggerall = alive
trigger1 = Time >= 30+((enemynear,name="G Mizuchi"&&enemynear,var(59)=1)*100)
value = 10385

[State 10384]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 10384]
type = VelMul
trigger1 = 1
x = 0.85

;---------------------------------------------------------------------------
;相手起き上がり
;---------------------------------------------------------------------------

[Statedef 10385]
type    = L
movetype= I
physics = N

[State 10385]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 10385] 
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 10385]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 10385]
type = VelSet
trigger1 = Time = 0
x = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10385]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 10385]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 10385]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプロ?ディングスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1300]
type = NotHitBy 
trigger1 = (palno=11||palno=12)&&animelem=4,<=0
value = SCA

[State 1300]
type = PlaySnd
trigger1 = animelem = 4
value = 1500, 0

[state 1300]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1300]
type = helper
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 302400
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1300]
type = ChangeState
triggerall = command = "強糺"
trigger1 = animelem = 4,>=0
value = 1301
ctrl = 0

[State 1300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 302400]
type = S
movetype = I
physics = N
anim = 0
ctrl = 0
sprpriority = 2

[State 302400]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 302400]
type = PlayerPush
trigger1 = 1
value = 0

[state 302400]
type = nothitby
trigger1 = 1
value = SCA

[State 302400]
type = helper
trigger1 = time = 0
id = 1000
persistent = 0
name = "baku"
pos = 35,-85
postype = P1
stateno = 3022
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 302400]
type = destroyself
trigger1 = time >=1

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

[Statedef 3022]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3022]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3022]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3022]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3022]
type = nothitby
trigger1 = 1
value = SCA

[state 3022]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3022]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3022]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3022]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3022]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3022]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 25,-30
postype = P1
stateno = 3023
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3022]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3023]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3023]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3023]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3023]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3023]
type = nothitby
trigger1 = 1
value = SCA

[state 3023]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3023]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3023]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3023]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3023]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3023]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = -10,70
postype = P1
stateno = 3024
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3023]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3024]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3024]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3024]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3024]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3024]
type = nothitby
trigger1 = 1
value = SCA

[state 3024]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3024]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3024]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3024]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3024]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3024]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,10
postype = P1
stateno = 3025
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3024]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3025]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3025]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3025]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3025]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3025]
type = nothitby
trigger1 = 1
value = SCA

[state 3025]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3025]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3025]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3025]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3025]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3025]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 45,-15
postype = P1
stateno = 3026
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3025]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3026]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3026]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3026]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3026]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3026]
type = nothitby
trigger1 = 1
value = SCA

[state 3026]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3026]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3026]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3026]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3026]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3026]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = -40,-70
postype = P1
stateno = 3027
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3026]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3027]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3027]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3027]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3027]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3027]
type = nothitby
trigger1 = 1
value = SCA

[state 3027]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3027]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3027]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3027]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3027]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3027]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 40,25
postype = P1
stateno = 3028
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3027]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3028]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3028]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3028]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3028]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3028]
type = nothitby
trigger1 = 1
value = SCA

[state 3028]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3028]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3028]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3028]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3028]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3028]
type = null;helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 20,-5
postype = P1
stateno = 3023
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3028]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプロ?ディングスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1301]
type = NotHitBy 
trigger1 = (palno=11||palno=12)&&animelem=4,<=0
value = SCA

[State 1301]
type = PlaySnd
trigger1 = animelem = 4
value = 1500, 0

[state 1301]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1301]
type = helper
trigger1 = Animelem = 4
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 303000
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1301]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 303000]
type = S
movetype = I
physics = N
anim = 0
ctrl = 0
sprpriority = 2

[State 303000]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 303000]
type = PlayerPush
trigger1 = 1
value = 0

[state 303000]
type = nothitby
trigger1 = 1
value = SCA

[State 303000]
type = helper
trigger1 = time = 0
id = 1000
persistent = 0
name = "baku"
pos = 35,-85
postype = P1
stateno = 3030
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 303000]
type = destroyself
trigger1 = time >=1

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

[Statedef 3030]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3030]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3030]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3030]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3030]
type = nothitby
trigger1 = 1
value = SCA

[state 3030]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3030]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3030]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3030]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3030]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3030]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,-30
postype = P1
stateno = 3031
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3030]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3031]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3031]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3031]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3031]
type = nothitby
trigger1 = 1
value = SCA

[state 3022]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3031]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3031]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3031]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3031]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3031]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 40,55
postype = P1
stateno = 3032
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3031]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3032]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3032]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3032]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3032]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3032]
type = nothitby
trigger1 = 1
value = SCA

[state 3032]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3032]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3032]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3032]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3032]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3032]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,-45
postype = P1
stateno = 3033
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3032]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3033]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3033]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3033]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3033]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3033]
type = nothitby
trigger1 = 1
value = SCA

[state 3033]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3033]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3033]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3033]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3033]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3033]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 45,50
postype = P1
stateno = 3034
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3033]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3034]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3034]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3034]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3034]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3034]
type = nothitby
trigger1 = 1
value = SCA

[state 3034]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3034]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3034]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3034]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3034]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3034]
type = helper
triggerall = root,var(1) = 1
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 45,-55
postype = P1
stateno = 3035
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3034]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3035]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3035]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3035]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3035]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3035]
type = nothitby
trigger1 = 1
value = SCA

[state 3035]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3035]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3035]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3035]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3035]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3035]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 60,55
postype = P1
stateno = 3036
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3035]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3036]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3036]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3036]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3036]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3036]
type = nothitby
trigger1 = 1
value = SCA

[state 3036]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015
ignorehitpause = 1

[State 3036]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3036]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3036]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200
p2stateno = 9000

[State 3036]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 30,5
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 3036]
type = null;helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 35,-55
postype = P1
stateno = 3023
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 3036]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ディメンジョナルプロジェクション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd = 50
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[state 1450]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1450
v = 5
value = 1

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

[state 1450]
type = varset
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[state 1450]
type = varset
triggerall = time = 0
triggerall = var(30) = 1
triggerall = enemy,stateno = 13120
triggerall = p2statetype = A
trigger1 = prevstateno != 1450
v = 5
value = 4

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "a"
v = 5
value = 1

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = command = "z"
v = 5
value = 4

[state 1450]
type = varset
triggerall = var(30) = 1
triggerall = enemy,stateno = 13120
triggerall = p2statetype = A
trigger1 = time != 0
v = 5
value = 4

[state 1450]
type = playsnd
trigger1 = animelem = 2
value = 1400,var(5)

[state 1450]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 2 - (IfElse((var(1)= 0),2,0))

[state 1450]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1

[state 1450]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

[state 1450]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

[state 1450]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state 1450]
type = varset
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[state 1450]
type = playsnd
trigger1 = animelem = 1
value = 4000,2

[State 1450]
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1450]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
value = 1450

[State 1450]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 柱
;---------------------------------------------------------------------------

[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 10
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

[state 1412]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 

[state 1412]
type = nothitby
trigger1 = 1
value = SCA

[state 1412]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 4000,1
volume = 250

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 4000,1
volume = 50

[state 1412]
type = playsnd
trigger1 = animelem = 12
value = 11,1
volume = 100

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 3000
id = 1415
sprpriority = 5
postype = p1
pos = 0,20
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 3050
sprpriority = 6
postype = p1
pos = -30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1412]
type = Explod
trigger1 = animelem = 12
anim = 3051
sprpriority = 6
postype = p1
pos = 30,0
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1412]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -15
freq = 95
phase = 95

[State 1412]
type = ReversalDef
trigger1 = root,var(59) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 14200

[state 1412]
type = targetstate
triggerall = root,var(59) = 1
trigger1 = target,stateno != 14200
value = 14200

[State 1412]
type = Projectile
trigger1 = animelem = 13
attr = S, HP
projanim = 3001
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 12
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 30,5
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s7001
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 14200

[state 1412]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;相手
;---------------------------------------------------------------------------

[Statedef 14200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 14200]
type = destroyself
trigger1 = ishelper

[State 14200]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 14200]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 14200]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 14200]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[state 14200]
type = velset
trigger1 = time = 0
x = 0
y = -60

[state 14200]
type = veladd
trigger1 = 1
y = 1.4

[State 14200]
type = lifeset
trigger1 = Vel Y > 0 && Pos Y >= 0
ignorehitpause = 1
value = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(59)=1),life-(Ceil(0.15*Const(data.life))),life-(Ceil(0.1*Const(data.life))))

[State 14200]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 14200] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプロ?ディングスフィア(空中)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 2,0
anim = 1500
sprpriority = 2

[State 1500]
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[state 1500]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1500]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 302400
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1500]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state 1500]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 1500]
type = ChangeState
triggerall = command = "強御大"
trigger1 = animelem = 2,>=0
value = 1501
ctrl = 0

[State 1500]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state 1500] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプロ?ディングスフィア(空中)
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 50
ctrl = 0
velset = 2,0
anim = 1501
sprpriority = 2

[State 1501]
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[state 1501]
type = reversaldef
triggerall = var(1) = 1
trigger1 = time = 0
reversal.attr = SCA,AA
pausetime = 11,20
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 1501]
type = helper
trigger1 = Animelem = 2
id = 1000
persistent = 0
name = "baku"
pos = 0,0
postype = P1
stateno = 303000
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 1501]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state 1501]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 1501]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state 1501] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;---------------------------------------------------------------------------
;着地
;---------------------------------------------------------------------------

[Statedef 1510]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = -1.5,0
anim = 1510
sprpriority = 2

[State 1510]
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0

[state 1510]
type = posset
trigger1 = time = 0
y = 0

[state 1510]
type = veladd
trigger1 = vel x <= 0
x = 0.1

[state 1510]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;サ?ウェアホ?ル
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1800]
type = A
ctrl = 0
anim = 1800
velset = 0,0

[State 1800]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state 1800]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[state 1800]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = 5-((enemynear,backEdgeDist<=90)*random%5)

[State 1800]
type = PlaySnd
trigger1 = animelem = 3
value = 4000,8

[State 1800]
type = PlaySnd
trigger1 = animelem = 5
value = 2000,0

[State 1800]
type = Explod
trigger1 = animelem = 5
anim = 3014
id = 3014
sprpriority = 0
postype = p1
pos = -33,-123
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1800]
type = Explod
trigger1 = animelem = 5
anim = 3052
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state 1800]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state 1800]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[state 1800]
type = changestate
trigger1 = animtime = 0
value = 1805

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 1805]
type = S
ctrl = 0
anim = 1805
velset = 0,0

[State 1805]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 1805]
type = PlaySnd
trigger1 = animtime = 0 
value = 40,0

[State 1805] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[state 1805]
type = posset
trigger1 = time = 0
y = 0

[state 1805]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state 1805]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[State 1805]
type = Explod
trigger1 = time = 0
anim = 3015
id = 3015
sprpriority = 0
postype = p1
pos = -35,-122
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1805]
type = Explod
trigger1 = time = 0
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-70
vel = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 1805]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ディメンジョンスフィアβ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 3005]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 3007
ctrl = 0

[State 3005]
type = NotHitBy 
trigger1 = (palno=11||palno=12)&&animelem=7,<=0
value = SCA

[state 3005]
type = playsnd
trigger1 = animelem = 6
value = 290,0

[state 3012]
type = playsnd
trigger1 = animelem = 7 || animelem = 8
value = 4000,4
volume = 250

[state 3005]
type = velset
trigger1 = animelem = 7
x = -2

[state 3005]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state 3005]
type = velset
trigger1 = vel x >= 0
x = 0

[State 3005]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-146
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-26
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-146
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 7
id = 2796
persistent = 0
name = "tama"
pos = 46,-26
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-106
postype = P1
stateno = 3008
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-66
postype = P1
stateno = 3009
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3007
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-106
postype = P1
stateno = 3008
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 76,-66
postype = P1
stateno = 3009
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3005]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 11
id = 2796
persistent = 0
name = "tama"
pos = 46,-86
postype = P1
stateno = 3007
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 3006]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3006]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3006]
type = nothitby
trigger1 = 1
value = SCA

[state 3006]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3006]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2796
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3006]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2796
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3006]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;玉
;---------------------------------------------------------------------------

[Statedef 2796]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2796]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2796]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2796]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2796]
type = velset
trigger1 = Time = 0
x = 5

[State 2796]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2796]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 2796]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2796]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2796]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2796]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2796]
type = ChangeState
trigger1 = time >= 15
value = 2800

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

[Statedef 3007]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3007]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3007]
type = nothitby
trigger1 = 1
value = SCA

[state 3007]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3007]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2797
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3007]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2797
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3007]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;玉
;---------------------------------------------------------------------------

[Statedef 2797]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2797]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2797]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2797]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2797]
type = velset
trigger1 = time = [0,10]
x = 2

[state 2797]
type = veladd
trigger1 = time >= 11
x = 0.4

[State 2797]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2797]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 2797]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2797]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2797]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2797]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2797]
type = ChangeState
trigger1 = time >= 50
value = 2800

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

[Statedef 3008]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3008]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3008]
type = nothitby
trigger1 = 1
value = SCA

[state 3008]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3008]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2798
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3008]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2798
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3008]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;玉
;---------------------------------------------------------------------------

[Statedef 2798]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2798]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2798]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2798]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2798]
type = velset
trigger1 = Time = 0
x = 3
y = -1

[State 2798]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2798]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 2798]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2798]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2798]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2798]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2798]
type = ChangeState
trigger1 = time >= 15
value = 2800

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

[Statedef 3009]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3009]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3009]
type = nothitby
trigger1 = 1
value = SCA

[state 3009]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3009]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2799
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3009]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 2796
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 2799
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3009]
type = destroyself
trigger1 = Animelem = 9,>=1

;---------------------------------------------------------------------------
;玉
;---------------------------------------------------------------------------

[Statedef 2799]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 2799]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2799]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2799]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2799]
type = velset
trigger1 = Time = 0
x = 3
y = 1

[State 2799]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2799]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NP
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 2799]
type = Projectile
trigger1 = root,palno=12&&root,fvar(18)!=1
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 40,10
getpower = 50,50
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno = 9000

[State 2799]
type = ChangeState
trigger1 = root,palno=12&&root,fvar(18)!=0
value = 2800

[State 2799]
type = ChangeState
trigger1 = Movehit = 1
value = 2800

[State 2799]
type = ChangeState
trigger1 = MoveGuarded = 1
value = 2800

[State 2799]
type = ChangeState
trigger1 = time >= 15
value = 2800

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 2800]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[state 2800]
type = playsnd
trigger1 = time = 0
value = 4000,5

[State 2800]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 2800]
type = nothitby
trigger1 = 1
value = SCA

[state 2800]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;エクスプロ?ジョンスフィアβ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 3012]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 3007
ctrl = 0

[State 3012]
type = NotHitBy 
trigger1 = (palno=11||palno=12)&&animelem=8,<=0
value = SCA

[state 3012]
type = playsnd
trigger1 = animelem = 6
value = 290,0

[state 3012]
type = playsnd
trigger1 = animelem = 7 || animelem = 8
value = 4000,4
volume = 250

[state 3012]
type = velset
trigger1 = animelem = 7
x = -3

[state 3012]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state 3012]
type = velset
trigger1 = vel x >= 0
x = 0

[State 3012]
type = helper
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = IfElse((var(1)= 0),75,104),-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 44,-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-106
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) = [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-66
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3012]
type = helper
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = IfElse((var(1)= 0),75,104),-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 44,-86
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-106
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3012]
type = helper
triggerall = var(1) = 1
triggerall = var(54) != [1,600]
trigger1 = Animelem = 8
id = 3012
persistent = 0
name = "tama"
pos = 74,-66
postype = P1
stateno = 3013
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3012]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 3013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
ownpal = 1

[State 3013]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3013]
type = nothitby
trigger1 = 1
value = SCA

[state 3013]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3013]
type = PlaySnd
trigger1 = animelem = 3
value = 4000, 10
volume = 100

[State 3013]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3014
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3013]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = 0,-20
postype = P1
stateno = 3014
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3013]
type = destroyself
trigger1 = AnimTime = 0

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

[Statedef 3014]
type = S
movetype = A
physics = N
anim = 3002
velset = 0,0
ctrl = 0
juggle  = 0
sprpriority = -99

[State 3014]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3014]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 3014]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = time = [0,5]
x = -8

[state 3014]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = time = [0,5]
x = 8

[state 3014]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 6
x = -2

[state 3014]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 6
x = 2

[state 3014]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 30
y = -0.7

[state 3014]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 30
y = 0.7

[State 3014]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3009
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 3014]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-100,100]
value = 3015

[State 3014]
type = ChangeState
trigger1 = time >= 300
value = 3015

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

[Statedef 3015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3015]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3015]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3015]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3015]
type = nothitby
trigger1 = 1
value = SCA

[state 3015]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3015]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3015]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3015]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 15,5
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3015]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 15,5
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3015]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "tama"
pos = 30,-30
postype = P1
stateno = 3016
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3015]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "tama"
pos = 30,-30
postype = P1
stateno = 3016
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3015]
type = destroyself
trigger1 = Animelem = 8

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

[Statedef 3016]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3016]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3016]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3016]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3016]
type = nothitby
trigger1 = 1
value = SCA

[state 3016]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3016]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3016]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3016]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3016]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3016]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 7
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3017
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3016]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 7
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3017
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3016]
type = destroyself
trigger1 = Animelem = 7

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

[Statedef 3017]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3017]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3017]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3017]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3017]
type = nothitby
trigger1 = 1
value = SCA

[state 3017]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3017]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3017]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3017]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3017]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3017]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 6
id = 3012
persistent = 0
name = "tama"
pos = 30,-60
postype = P1
stateno = 3018
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3017]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 6
id = 3012
persistent = 0
name = "tama"
pos = 30,-60
postype = P1
stateno = 3018
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3017]
type = destroyself
trigger1 = Animelem = 6

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

[Statedef 3018]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3018]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3018]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3018]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3018]
type = nothitby
trigger1 = 1
value = SCA

[state 3018]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3018]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3018]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3018]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3018]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3018]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 5
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3019
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3018]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 5
id = 3012
persistent = 0
name = "tama"
pos = 30,60
postype = P1
stateno = 3019
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3018]
type = destroyself
trigger1 = Animelem = 5

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

[Statedef 3019]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3019]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3019]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3019]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3019]
type = nothitby
trigger1 = 1
value = SCA

[state 3019]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3019]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3019]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3019]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3019]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[State 3019]
type = helper
triggerall = root,var(54) = [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = -30,-60
postype = P1
stateno = 3020
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 3019]
type = helper
triggerall = root,var(54) != [1,600]
trigger1 = Animelem = 4
id = 3012
persistent = 0
name = "tama"
pos = -30,-60
postype = P1
stateno = 3020
helpertype = normal
keyctrl = 0
ownpal = 1

[state 3019]
type = destroyself
trigger1 = Animelem = 4

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

[Statedef 3020]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3008
ownpal = 1

[State 3020]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 3020]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4000, 5

[State 3020]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 3020]
type = nothitby
trigger1 = 1
value = SCA

[state 3020]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3020]
type = Explod
trigger1 = movehit = 1
anim = 7001
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3020]
type = Explod
trigger1 = MoveGuarded = 1
anim = 3056
sprpriority = 5
postype = p2
pos = -30,-75
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3020]
type = HitDef
trigger1 = time = 0&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = -1;s7001
sparkxy = -30,-75
hitsound   = s4000,3
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
nochainID = 1200

[State 3020]
type = Projectile
trigger1 = root,palno=12&&time=0
attr = S, NA
projanim = 3032
projhitanim = -1
projid = 320000
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 8,3
getpower = 30,30
guardflag = M
pausetime = 0,5
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -5
air.velocity = -4,-3
p2stateno=9000

[state 3020]
type = destroyself
trigger1 = AnimTime = 0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;?グネティックスフィア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1030]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1030]
type = NotHitBy 
trigger1 = palno=12&&animelem=6,<=0
value = SCA

[State 1030]
type = PlaySnd
trigger1 = animelem=4||animelem=5
value = 1300+(animelem=5)*2700,1+(animelem=5)*21
volume= 250

[State 1030]
type = Explod
trigger1 = animelem = 4
anim = 1305
sprpriority = -5
postype = p1
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 5
ownpal=1

[State 1030]
type = helper
trigger1 = numhelper(1031)=0&&animelem = 5
id = 1031
persistent = 0
name = "ri"
pos = 50,-80
postype = P1
stateno = 1031
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1030]
type = helper
trigger1 = numhelper(1032)=0&&animelem=5&&palno=12
id = 1032
persistent = 0
name = "ri"
pos = 110,-80
postype = P1
stateno = 1031
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1030]
type = helper
trigger1 = numhelper(1033)=0&&animelem=5&&palno=12
id = 1033
persistent = 0
name = "ri"
pos = 80,-110
postype = P1
stateno = 1031
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1030]
type = helper
trigger1 = numhelper(1034)=0&&animelem=5&&palno=12
id = 1034
persistent = 0
name = "ri"
pos = 80,-50
postype = P1
stateno = 1031
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3075
ownpal = 1
sprpriority = 99999

[State 1031]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 1031]
type = nothitby
trigger1 = 1
value = SCA

[state 1031]
type = hitoverride
trigger1 = ishelper
attr = SCA,AA,AP,AT
stateno = 1031
ignorehitpause = 1

[State 1031]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist X<0||p2bodydist X>0)
x = ifelse(p2bodydist X<0,-4,4)

[state 1]
type = velset
trigger1 = time>=30&&(p2bodydist Y<50||p2bodydist Y>50)
y = ifelse(p2bodydist Y<50,-1.0,1.0)

[State 1031]
type = angledraw
trigger1= 1
scale= 0.2+0.4*(gametime%2),0.2+0.4*(gametime%2)

[State 1031]
type = AngleAdd
trigger1 = 1
value = -14

[State 1031]
type = trans
trigger1 = 1
trans = addalpha
alpha= 250-70*(gametime%3),70*(gametime%3)
ignorehitpause = 1

[State 1031]
type = Explod
trigger1 = (gametime%10)=0
anim = 3076
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
sprpriority = 99999
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1031]
type = ModifyExplod
trigger1 = 1
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
scale= 0.2+0.12*(gametime%9),0.2+0.12*(gametime%9)

[state 1031]
type = removeexplod
trigger1 = time>=70||moveguarded||movereversed
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)

[State 1031]
type = null;PlaySnd
trigger1 = time>=45&&(GameTime%25)=1
value = 4000,23
volume = 100

[State 1031]
type = Projectile
trigger1 = root,palno=12&&(gametime%3)=0&&!(enemynear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = 3032
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 1
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 4,2
getpower = 20,20
guardflag = H
pausetime = 0,2
sparkno = s7001
sparkxy = 0,0
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
p2stateno=9000

[State 1031]
type = HitDef
trigger1 = Time=0&&ishelper&&root,palno!=12
attr = S, NA
animtype  = hard
damage    = 96
getpower = 30,30
guardflag = M
pausetime = 0,2
sparkno = s7001
sparkxy = 15,-10
hitsound   = s4000,3
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 27
ground.velocity = 0
air.velocity = -3,-5.2
p1stateno=1035
p2stateno=1036

[State 1031]
type = ReversalDef
trigger1 = root,palno=12&&enemynear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
reversal.attr = SCA,AA,AT,AP
hitflag = M
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s7001
sparkxy = 15,-10
hitsound = s4000,3
p1stateno=1035
p2stateno=1036

[State 1031]
type = ReversalDef
trigger1 = root,palno=12&&!(enemynear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
reversal.attr = SCA,AA,AT,AP
hitflag = M
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p1stateno=104001
p2stateno=104000
p2facing=-1

[state 1031]
type = destroyself
trigger1 = Time>=75||moveguarded||movereversed

[State 1031]
type = ChangeState
trigger1 =ishelper(1031)&&(helper(1032),stateno=104001||helper(1033),stateno=104001||helper(1034),stateno=104001)
trigger2 =ishelper(1032)&&(helper(1031),stateno=104001||helper(1033),stateno=104001||helper(1034),stateno=104001)
trigger3 =ishelper(1033)&&(helper(1031),stateno=104001||helper(1032),stateno=104001||helper(1034),stateno=104001)
trigger4 =ishelper(1034)&&(helper(1031),stateno=104001||helper(1032),stateno=104001||helper(1033),stateno=104001)
value = 104001

[State 1031]
type = ChangeState
trigger1 =ishelper(1031)&&(helper(1032),stateno=1035||helper(1033),stateno=1035||helper(1034),stateno=1035)
trigger2 =ishelper(1032)&&(helper(1031),stateno=1035||helper(1033),stateno=1035||helper(1034),stateno=1035)
trigger3 =ishelper(1033)&&(helper(1031),stateno=1035||helper(1032),stateno=1035||helper(1034),stateno=1035)
trigger4 =ishelper(1034)&&(helper(1031),stateno=1035||helper(1032),stateno=1035||helper(1033),stateno=1035)
value = 1035

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

[Statedef 1032]
type    = A
physics = N
ctrl = 0
anim = 3076
sprpriority = 99999

[State 1032]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 1032]
type = bindtoparent
trigger1 = 1
pos = 0,0

[state 1032]
type = nothitby
trigger1 = 1
value = SCA

[State 1032]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1031]
type = angledraw
trigger1= 1
scale= 0.2+0.12*time,0.2+0.12*time

[State 1031]
type = trans
trigger1 = 1
trans = add

[state 1031]
type = destroyself
trigger1 = Time>=10||!numhelper(1031)

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

[Statedef 1035]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3075
ownpal = 1
sprpriority = 99999

[State 1035]
type = targetbind
trigger1 = 1
pos = 0,60

[State 1035]
type = null;targetstate
trigger1 = 1
value = 1036

[state 1035]
type = nothitby
trigger1 = 1
value = SCA

[State 1035]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 1035]
type = velset
trigger1 = (rootdist X<0||rootdist X>0)
x = ifelse(rootdist X<0,-10.5,10.5)

[state 1035]
type = velset
trigger1 = rootdist X=[-61,61]
x = 0

[state 1035]
type = velset
trigger1 = (rootdist Y<70||rootdist Y>70)
y = ifelse(rootdist Y<70,-0.8,0.8)

[state 1035]
type = velset
trigger1 = rootdist Y=[0,-70]
y = 0

[State 1035]
type = angledraw
trigger1= 1
scale= 0.2+0.4*(gametime%2),0.2+0.4*(gametime%2)

[State 1035]
type = AngleAdd
trigger1 = 1
value = 14

[State 1035]
type = trans
trigger1 = 1
trans = addalpha
alpha= 250-70*(gametime%3),70*(gametime%3)
ignorehitpause = 1

[State 1035]
type = Explod
trigger1 = (gametime%10)=0
anim = 3076
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
sprpriority = 99999
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 10
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1035]
type = ModifyExplod
trigger1 = 1
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
scale= 0.2+0.12*(gametime%9),0.2+0.12*(gametime%9)

[state 1035]
type = removeexplod
trigger1 = time>=145||!numtarget||roundstate>=3||target,stateno!=1036
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)

[state 1035]
type = destroyself
trigger1 = Time>=150||!numtarget||roundstate>=3||target,stateno!=1036

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 1036]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 1036]
type = PlaySnd
triggerall = alive
trigger1 = time = 0
value = 11,0
freqmul = 1.0+(enemynear,palno=12)*0.4
volume = 250

[State 1036]
type = NotHitBy 
trigger1 = enemynear,palno=12&&time<=10
value = SCA

[state 1036]
type = destroyself
trigger1 = ishelper

[State 1036]
type = lifeset
trigger1 = time=0
ignorehitpause = 1
value = life-lifemax*0.01

[State 1036]
type = lifeset
trigger1 = enemynear,palno=12&&(gametime%2)=0
ignorehitpause = 1
value = life-lifemax*0.0012

[State 1036]
type = powerset
trigger1 = enemynear,palno=12&&(gametime%2)=0
ignorehitpause = 1
value = power-powermax*0.0012

[State 1036]
type = angledraw
trigger1= 1
scale= 0.9+0.1*(gametime%4),0.9+0.1*(gametime%4)

[State 1036]
type = PlayerPush
trigger1 = 1
value = -1

[State 1036]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1036]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3077

[State 1036]
type = Trans
trigger1 = 1
trans = add1
alpha = 200,150

[State 1036] 
type = changestate
trigger1 = time>=350||roundstate>=3||!alive
value = 1037

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 1037]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 1037]
type = destroyself
trigger1 = ishelper

[State 1037]
type = PlayerPush
trigger1 = 1
value = -1

[State 1037]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1037]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1037]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 1037]
type = velset
trigger1 = time = 0
y = -2.8

[State 1037]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 1037]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 104000]
type    = A
movetype= H
physics = N
sprpriority = 4

[State 104000]
type = NotHitBy
trigger1 = ishelper
value = SCA

[state 104000]
type = hitoverride
trigger1 = ishelper
attr = SCA,AA,AP,AT
stateno = 104000

[State 104000]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 104000]
type = velset
trigger1 = time=0
x = ifelse(ishelper,-vel x,-4)
y = ifelse(ishelper,-vel y,-6)
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104000]
type = HitDef
trigger1 = Time>=5&&ishelper
attr = S,SA
animtype  = diagup
damage    = 98,10
getpower = 0,0
guardflag = 
pausetime = 1,12
affectteam = f
sparkno = -1
sparkxy = -15,-75
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,-4.5
air.velocity = -5,-4.8
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5

[State 104000]
type = Projectile
trigger1 = ishelper&&movecontact=1
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 21511198241+(moveguarded=1)
attr = S,NA
offset = 0,2500
hitflag = 
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104000]
type = Trans
trigger1 = ishelper
trans = add

[state 104000]
type = Changestate
trigger1 = ishelper&&(movecontact>=1||time>=150)
trigger2 = ishelper&&Vel Y>0
trigger2 = Pos Y >= 0
value = 104002
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104000]
type = ChangeAnim
trigger1 = time=0&&!ishelper
value = 5070

[State 104000]
type = VelAdd
Trigger1 = time > 0&&!ishelper
y = .39

[State 104000]
type = SelfState
trigger1 = Vel Y > 0&&!ishelper
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 104001]
type    = A
movetype= I
physics = N
sprpriority = 4

[state 104001]
type = removeexplod
trigger1 = 1
id = 3076+ishelper(1032)+(ishelper(1033)*2)+(ishelper(1034)*3)
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104001]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 104001]
type = destroyself
trigger1 = time>=1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

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

[Statedef 104002]
type    = A
physics = N
ctrl = 0
sprpriority = 99999

[state 104002]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104002]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104002]
type = angledraw
trigger1= 1
scale= 1.0-0.09*time,1.0-0.09*time
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 104002]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 104002]
type = destroyself
trigger1 = Time>=10
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;AI用必殺技
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;ジェノサイド
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 50
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 1100]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 1100]
type = PlaySnd
trigger1 = animelem = 3
value = 1100, 0

[State 1100]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 1

[State 1100]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0

[State 1100]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 50,10
priority = 7
getpower = 50,50
guardflag = M
pausetime = 14,15
sparkno = s3054
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

[state 1100]
type = posadd
trigger1 = animelem = 3
x = 4

[State 1100]
type = ChangeState
value = 1201
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,40]
triggerall = P2BodyDist Y <= -130
trigger1 = MoveContact = 1

[State 1100]
type = ChangeState
value = 1200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X = [0,50]
triggerall = P2BodyDist Y >= -129
trigger1 = MoveContact = 1

[State 1100]
type = ChangeState
value = 2200
triggerall = Alive   = 1
triggerall = var(30) = 1
triggerall = p2life > 0
triggerall = power >= 2000
triggerall = statetype  != A
triggerall = p2statetype  = A
triggerall = p2movetype = H
triggerall = P2BodyDist X >= 50
trigger1 = Random <= 200
trigger1 = MoveContact = 1

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;リフレクト(対地)
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2

[State 1200]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 1200]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 1200]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0

[State 1200]
type = EnvColor
trigger1 = movehit
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

[State 1200]
type = Explod
trigger1 = movehit
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0

[State 1200]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 50,50
guardflag = M
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7001
sparkxy = -15,-95
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
kill = 0

[state 1200]
type = targetstate
trigger1 = movehit
value = 1205

[State 1200]
type = ChangeState
trigger1 = movehit
value = 1202

[State 1200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;リフレクト終了
;===========================================================================

[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1202
sprpriority = 2

[State 1202]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;相手
;===========================================================================

[Statedef 1205]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 1205]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1205]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5051) = 1
value = 5051

[State 1205]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 1205]
type = velset
trigger1 = time = 0
x = 0
y = -13

[state 1205]
type = veladd
trigger1 = 1
y = 0.49

[State 1205] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50

[State 1205] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;リフレクト(対空)
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2

[State 1201]
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

[State 1201]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 1201]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0

[State 1201]
type = EnvColor
trigger1 = movehit
ignorehitpause = 1
Persistent = 0
time = 2
value = 255,255,255
under = 2

[State 1201]
type = Explod
trigger1 = movehit
anim = 1211
id = 1211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0

[State 1201]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 50,50
guardflag = M
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7001
sparkxy = -15,-124
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

[state 1201]
type = targetstate
trigger1 = movehit
value = 1205

[State 1201]
type = ChangeState
trigger1 = movehit
value = 1203

[State 1201]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;リフレクト終了
;===========================================================================

[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1203
sprpriority = 2

[State 1203]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;===========================================================================
;飛び道具跳ね返し
;===========================================================================
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1330]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 1330]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 1330]
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1330]
type = HitOverride
trigger1 = animelem = 4,<=0
slot = 2
time = 1
attr = SCA, NP, SP, HP
stateno = 1331
ignorehitpause = 1

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;跳ね返し
;===========================================================================

[Statedef 1331]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

[State 1331]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1331]
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1

[State 1331]
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1331]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 100
projsprpriority = 4
projedgebound = 220
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 28
damage = 144,10
animtype = Hard
guardflag = M
pausetime = 0,20
sparkno = S7001
guard.sparkno = S7011
sparkxy = 20,0
hitsound = S225,1
guardsound = S120,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1

[State 1331]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;体の周りの発光体
;---------------------------------------------------------------------------

[Statedef 2793]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 3023
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2793]
type = velset
trigger1 = time = 0
y = -3

[State 2793]
type = veladd
trigger1 = Time > 10
x = -0.5 + (random%2)

[state 2793]
type = destroyself
trigger1 = time >= 30

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

[Statedef 2794]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 3024
ctrl = 0

[State 2794]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2794]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2794]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2794]
type = velset
trigger1 = time = 0
y = -3

[state 2794]
type = destroyself
trigger1 = time >= 24

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

[Statedef 2795]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 3025
ctrl = 0

[State 2795]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2795]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2795]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2795]
type = velset
trigger1 = time = 0
y = 3

[state 2795]
type = destroyself
trigger1 = time >= 16


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;超必殺技
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ?ウル・ディストラクション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 2000
ctrl = 0

[state 2000]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state 2000]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 1

[state 2000]
type = varset
trigger1 = var(1) = 1 && time = 0
v = 54
value = 0

[state 2000]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2001

[State 2000]
type = NotHitBy 
trigger1 = animelem = 19,<=0
value = SCA

[State 2000]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 3026
sprpriority = -5
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = Explod
trigger1 = Time = 0
anim = 3027
sprpriority = 99
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2000]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000]
type = PlaySnd
trigger1 = Time = 0
value = 3000,0
volume = 100

[State 2000]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 0
value = 2000,0

[State 2000]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 1
value = 2000,1

[State 2000]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(5) = 1
value = 2000,2

[State 2000]
type = HitDef
triggerall = animelem = 4,<=0
Trigger1 = p2stateno != [120,159]
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 7, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2005
p2stateno = 2010
p2facing = 1 
kill = 0

[State 2000]
type = helper
triggerall = palno=12&&animelem=4,>=1
trigger1 = numhelper(200000) = 0 
id = 200000
persistent = 1
name = "HT"
pos = 40,0
postype = P1
stateno = 200000
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 2000]
type = changestate
triggerall = palno=12&&animelem=4,>=1
trigger1 = helper(200000),stateno=200001
value = 2005

[state 2000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヒット
;---------------------------------------------------------------------------

[Statedef 2005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2005
ctrl = 0

[state 2005]
type = varset
triggerall = var(1) = 1
triggerall = var(28) != [1,800]
trigger1 = animtime = 0
v = 54
value = 600

[State 2005]
type = EnvColor
trigger1 = animelem = 18,<=0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[State 2005]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 18
ignorehitpause = 1
time = 14
value = 255,255,255
under = 3

[State 2005]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 7001
sprpriority = 7
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2005]
type = Explod
trigger1 = animelem = 18
anim = 7001
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 2005]
type = Explod
trigger1 = animelem = 8
anim = 2006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 2005]
type = PlaySnd
trigger1 = animelem = 7
value = 2000,4

[State 2005]
type = PlaySnd
trigger1 = animelem = 9
value = 240,0

[State 2005]
type = PlaySnd
trigger1 = animelem = 18
value = 2000,5

[State 2005]
type = PlaySnd
trigger1 = animelem = 17
value = 2000,3

[State 2005]
type = TargetBind
trigger1 = animelem = 6,<=0
pos = 40,0

[state 2005]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state 2005]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state 2005]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state 2005]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14

[state 2005]
type = targetlifeadd
trigger1 = animelem = 7&&!numhelper(200000)
value = Ceil(-0.09 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1

[state 2005]
type = targetlifeadd
trigger1 = animelem = 8&&!numhelper(200000)
value = Ceil(-0.05 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1

[state 2005]
type = targetlifeadd
trigger1 = animelem = 18&&!numhelper(200000)
value = Ceil(-0.15 * enemy,Const(data.life)) - 1
absolute = 1

[state 2005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げられている相手1
;---------------------------------------------------------------------------

[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 2010]
type = destroyself
trigger1 = ishelper

[State 2010]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

[State 2010]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手2
;---------------------------------------------------------------------------

[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 2011]
type = destroyself
trigger1 = ishelper

[State 2011]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011

[State 2011]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手3
;---------------------------------------------------------------------------

[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state 2012]
type = destroyself
trigger1 = ishelper

[State 2012]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012

[State 2012]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;投げられている相手4
;---------------------------------------------------------------------------

[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

[state 2013]
type = destroyself
trigger1 = ishelper

[State 2013]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 2013]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 2013]
type = VelAdd
Trigger1 = 1
y = .3

[State 2013]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2013]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 2013]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

[State 2013] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 200000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 200000]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 200000]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 200000]
type = nothitby
trigger1 = 1
value = SCA

[State 200000]
type = ReversalDef
trigger1 = root,stateno=2000
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 1
sparkno = -1
hitsound = -1
p1stateno = 200001
p2stateno = 2010
getpower = 0

[state 200000]
type = destroyself
trigger1 = root,stateno!=2000

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

[Statedef 200001]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
ownpal = 1

[State 200001]
type = ChangeAnim
trigger1 = 1
value = 3068*(root,stateno=2005)

[State 200001]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 200001]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 200001]
type = nothitby
trigger1 = 1
value = SCA

[State 200001]
type = ReversalDef
trigger1 = time <= 5&& root,stateno = 2005
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 1
sparkno = -1
hitsound = -1
p2stateno = 2010
getpower = 0

[State 200001]
type = TargetBind
trigger1 = root,animelem = 6,<=0 && root,stateno = 2005
pos = 40,0
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetstate
trigger1 = root,animelem = 7 && root,stateno = 2005
value = 2011
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetstate
trigger1 = root,animelem = 8 && root,stateno = 2005
value = 2012
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetstate
trigger1 = root,animelem = 18 && root,stateno = 2005
value = 2013
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetlifeadd
trigger1 = root,animelem = 7 && root,stateno = 2005
value = Ceil(-0.09 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetlifeadd
trigger1 = root,animelem = 8 && root,stateno = 2005
value = Ceil(-0.05 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = targetlifeadd
trigger1 = root,animelem = 18 && root,stateno = 2005
value = Ceil(-0.15 * enemy,Const(data.life)) - 1
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 200001]
type = targetLifeAdd
trigger1 = (gametime%10)=1&&root,var(54)>1
value = -(enemy,lifemax*(0.004+((enemy,movetype=A)*0.02)))
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 200001]
type = null;targetpowerAdd
trigger1 = (gametime%10)=1&&root,var(54)>1
value = -(enemy,powermax*(0.004+((enemy,movetype=A)*0.02)))
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 200001]
type = destroyself
trigger1 = (!(root,stateno=2000||root,stateno=2005))&&root,var(54)<=1
trigger2 = root,stateno=2000&&root,animelem=4,<=0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;バニッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 1950]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 3033
ctrl = 0

[State 1950]
type = NotHitBy 
trigger1 = palno = 12
value = SCA

[State 1950]
type = PlaySnd
trigger1 = animelem = 13
value = 4000,12
volume = 250

[State 1950]
type = AssertSpecial
trigger1 = AnimElemtime(13) >= 0 && AnimElemtime(13) <= 30
trigger1 = (GameTime%2) = 1
flag = invisible

[state 1950]
type = varset
trigger1 = animelem = 14
v = 55
value = 400+((palno=12)*400)+((palno=12&&fvar(28)>=6500)*1200)

[state 1950]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ユニバ?ス・ディスト?ション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -2000
anim = 2200
ctrl = 0
sprpriority = 99

[State 2200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2200]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2200]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2200]
type = Explod
trigger1 = time = 0
anim = 3028
sprpriority = -5
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200]
type = Explod
trigger1 = Time = 0
anim = 3029
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2200]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2200]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
volume = -50

[State 2200]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 2205

;---------------------------------------------------------------------------
; 攻撃
;---------------------------------------------------------------------------

[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
sprpriority = 9999
ctrl = 0

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2205]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2205]
type = PlaySnd
trigger1 = Time = 50
value = 2000,1
volume = 150

[State 2205]
type = PlaySnd
trigger1 = Time = 90
value = 2000,2
volume = 150

[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 4000,7
volume = 250

[State 2205]
type = Explod
trigger1 = Time = 0
anim = 3012
id = 3012
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 2205]
type = helper
triggerall = palno != 12
trigger1 = time = 0
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 2222
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2616]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 190 && (GameTime%10) = 1
attr = A, NA
projanim = 2205
projhitanim = -1
projid = 2205
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.03 * enemy,Const(data.life)),5
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,5
guard.pausetime = 0,5
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = s4000,6
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 169998

[State 2205]
type = null;helper
triggerall = palno = 12
trigger1 = projhit = 1
id = 4000
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2205]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 169998

[state 2205]
type = targetstate
triggerall = palno = 12
trigger1 = time <= 190 && (GameTime%10) = 1
value = 169998

[State 2205]
type = Explod
triggerall = palno = 12
trigger1 = (target,stateno=169998||projhit=1||projguarded=1) && enemyNear,time = 0
anim = IfElse((projguarded>=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2205]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 169998 && enemyNear,time = 0
value = 1

[State 2205]
type = PlaySnd
triggerall = palno = 12
trigger1 = target,stateno = 169998 && enemyNear,time = 0
value = 4000,6

[state 2205]
type = changestate
trigger1 = time >= 201
value = 2210

;---------------------------------------------------------------------------
; 終了
;---------------------------------------------------------------------------

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0
sprpriority = 9999

[State 2210]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2210]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 2210]
type = removeexplod
trigger1 = time = 0
is = 2220

[State 2210]
type = Explod
trigger1 = Time = 0
anim = 3013
id = 3013
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 2210]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヘルパ?
;---------------------------------------------------------------------------

[Statedef 2222]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2222

[State 2222]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 2222]
type = nothitby
trigger1 = 1
value = SCA

[state 2222]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2101

[State 2222]
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 2
trigger2 = hitcount <= 18
attr = S, HP
animtype  = hard
damage    = Ceil(0.03 * enemy,Const(data.life)),6
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 9,5
guard.pausetime = 9,5
sparkno = s7001
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s4000,6
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.6,-1.2
guard.velocity = -9.5
air.velocity = -0.6,-1.2
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4007

[State 2222]
type = helper
triggerall = root,var(1) = 1
trigger1 = movehit = 1
id = 4000
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2222]
type = helper
triggerall = root,var(1) = 0
trigger1 = movehit = 1
id = 4008
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2222]
type = destroyself
trigger1 = hitcount >= 19
trigger2 = root,stateno != 2205

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

[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017
ownpal = 1

[State 3100]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 3100]
type = nothitby
trigger1 = 1
value = SCA

[state 3100]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3100]
type = AttackDist
trigger1 = time = 0
value = 0

[state 3100]
type = bindtotarget
trigger1 = 1
pos = 0,0

[State 3100]
type = posset
trigger1 = 1
x=enemy,pos x
y=enemy,pos y

[State 3100]
type = HitDef
triggerall = p2statetype != A
triggerall = p2stateno  != 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4001

[State 3100]
type = HitDef
triggerall = p2statetype = A
triggerall = p2stateno  != 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4002

[State 3100]
type = HitDef
triggerall = p2stateno  = 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = (root,var(28))*1
palfx.add = 250,20,100
palfx.color = 0
p2stateno = 4002

[state 3100]
type = destroyself
trigger1 = movehit = 1
trigger2 = root,var(28) <= 4

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

[Statedef 4000]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3018
ownpal = 1

[state 4000]
type = nothitby
trigger1 = 1
value = SCA

[state 4000]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2101

[state 4000]
type = destroyself
trigger1 = animtime = 0

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

[Statedef 3101]
type    = S
movetype= H
physics = S
anim = 1

[State 3101]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 3101]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 3101]
type = SelfState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 3107]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017
ownpal = 1

[State 3107]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 3107]
type = nothitby
trigger1 = 1
value = SCA

[state 3107]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 3107]
type = AttackDist
trigger1 = time = 0
value = 0

[State 3107]
type = HitDef
triggerall = p2statetype != A
triggerall = p2stateno  != 40
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,10
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4004

[State 3107]
type = HitDef
triggerall = p2statetype = A
triggerall = p2stateno  != 40
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 20
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4005

[State 3107]
type = HitDef
triggerall = p2stateno  = 40
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4005

[state 3107]
type = destroyself
trigger1 = movehit = 1

[state 3107]
type = destroyself
trigger1 = time >= 20

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

[Statedef 4009]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017
ownpal = 1

[State 4009]
type = ChangeState
trigger1 = !ishelper
value = 190001

[state 4009]
type = nothitby
trigger1 = 1
value = SCA

[state 4009]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 4009]
type = AttackDist
trigger1 = time = 0
value = 0

[State 4009]
type = HitDef
trigger1 = p2stateno  = 40 || p2stateno  = 20 && enemy,vel x > 0 || p2stateno  = 100 && enemy,vel x > 0
attr = S, HA
animtype  = hard
damage    = 0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4010

[state 4009]
type = destroyself
trigger1 = movehit = 1

[state 4009]
type = destroyself
trigger1 = root,var(29) <= 0

[state 4009]
type = destroyself
trigger1 = time >= 10

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

[Statedef 4010]
type = S
physics = S
sprpriority = 0

[State 4010]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 4010]
type = posSet
trigger1 = Time = 0
y = 0

[State 4010]
type = VelSet
trigger1 = Time = 0
x = IfElse((command = "holdup"),0,-1.5)
y = 0

[State 4010]
type = ChangeState
trigger1 = !alive
value = 5050

[State 4010]
type = SelfState
trigger1 = command != "holdup" && command != "holdfwd" && command != "FF"
value = 0
ctrl = 1

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

[Statedef 4001]
type = S
physics = S
sprpriority = 0

[State 4001]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 4001]
type = VelSet
trigger1 = Time = 0
y = 0

[State 4001]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 4001]
type = ChangeState
trigger1 = !alive
value = 5050

[State 4001]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 4002]
type    = A
physics = A

[State 4002]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 4002]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 4002]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 4002]
type = ChangeState
trigger1 = Time >= 0
value = 50
ctrl = 1

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

[Statedef 4004]
type = S
physics = S
sprpriority = 0

[State 4004]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 4004]
type = VelSet
trigger1 = Time = 0
y = 0

[State 4004]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 4004]
type = ChangeState
trigger1 = !alive
value = 5050

[State 4004]
type = SelfState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 4005]
type    = A
physics = A

[State 4005]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 4005]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 4005]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 4005]
type = SelfState
trigger1 = Time >= 0
value = 50
ctrl = 1

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

[Statedef 4007]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 4007]
type = destroyself
trigger1 = ishelper

[State 4007]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 4007]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 4007]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 4007]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 4007]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.35,-0.35)
y = -0.25

[state 4007]
type = veladd
trigger1 = 1
y = 0.002

[State 4007] 
type = changestate
trigger1 = time >= 11
value = 10381

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;フィア?・パニッシュメント
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2215]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -2000
anim = 3034
ctrl = 0
sprpriority = 99

[State 2215]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2215]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2215]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2215]
type = Explod
trigger1 = time = 0
anim = 3028
sprpriority = -5
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = Explod
trigger1 = Time = 0
anim = 3029
sprpriority = 999
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2215]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 60
value = 0,0,0
under = 2

[State 2215]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
volume = -50

[State 2215]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

[state 2215]
type = changestate
trigger1 = animtime = 0
value = 2216

;---------------------------------------------------------------------------
; 攻撃
;---------------------------------------------------------------------------

[Statedef 2216]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3035
sprpriority = 9
ctrl = 0

[State 2216]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2216]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2216]
type = PlaySnd
trigger1 = Time = 0
value = 4000,13
volume = 250

[State 2216]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2216]
type = Explod
trigger1 = Time = 0
anim = 3038
id = 3038
sprpriority = 11
postype = p1
pos = 0,-40
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3039
id = 3039
sprpriority = 11
postype = p1
pos = var(43),var(44)
bindtime = -1
removetime = 12
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3040
id = 3040
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)
bindtime = -1
removetime = 7
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 3041
id = 3041
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)
bindtime = -1
removetime = 22
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3042
id = 3042
sprpriority = -1
postype = p1
pos = -2,-100
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3043
id = 3043
sprpriority = 1
postype = p1
pos = 10,0
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3044
id = 3043
sprpriority = 1
postype = p1
pos = -20,0
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3045
id = 3043
sprpriority = 1
postype = p1
pos = -7,3
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3046
id = 3043
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 300
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = helper
trigger1 = palno != 12 && time = 0
id = 2218
persistent = 0
name = "muni"
pos = 0,0
postype = p1
stateno = 2218
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2216]
type = helper
trigger1 = time = 0 && palno != 12
id = 2219
persistent = 0
name = "kabe"
pos = -12,0
postype = p2
stateno = 2219
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2616]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 110 && (GameTime%3) = 1
attr = S, NA
projanim = 3037
projhitanim = -1
projid = 3037
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.01 * enemy,Const(data.life)),5
getpower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,3
guard.pausetime = 0,8
sparkno = -1
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 169999
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = PlaySnd
trigger1 = palno = 12 && projhit=1
value = 4000,6
volume = -40
channel = 6

[State 2216]
type = Envcolor
trigger1 = palno = 12 && projhit=1
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State 2216]
type = ReversalDef
trigger1 = palno = 12
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
p2stateno = 4007

[state 2216]
type = targetstate
triggerall = palno = 12
trigger1 = time <= 110 && (GameTime%3) = 1
value = 169999

[State 2216]
type = Explod
triggerall = palno = 12
trigger1 = (target,stateno=169999||projhit=1||projguarded=1) && enemyNear,time = 0
anim = IfElse((projguarded>=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2216]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 169999 && enemyNear,time = 0
value = 1

[State 2205]
type = PlaySnd
triggerall = palno = 12
trigger1 = target,stateno = 169999 && enemyNear,time = 0
value = 4000,6
volume = -40
channel = 6

[state 2216]
type = changestate
trigger1 = time = 115
value = 2217

;---------------------------------------------------------------------------
; 終了
;---------------------------------------------------------------------------

[Statedef 2217]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3036
ctrl = 0
sprpriority = 1

[State 2217]
type = Explod
trigger1 = time = 0
anim = 3048
id = 3048
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 14
supermove = 1
under = 0
ownpal = 1

[State 2217]
type = AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[State 2217]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2217]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 2217]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ヘルパ?
;---------------------------------------------------------------------------

[Statedef 2218]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3037

[State 2218]
type = ChangeState
trigger1 = !ishelper
value = 190001

[State 2217]
type = BindToParent
trigger1 = 1
pos = 0,0

[state 2217]
type = nothitby
trigger1 = 1
value = SCA

[state 2217]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2218

[State 2217]
type = PlaySnd
trigger1 = movehit = 1
value = 4000,6
volume = -40
channel = 6

[State 2217]
type = Envcolor
trigger1 = movehit = 1
time = 1
value = 200,200,200
under = -2

[State 2217]
type = HitDef
trigger1 = time = 0
trigger1 = root,time <= 102
trigger2 = movecontact = 2
trigger2 = hitcount <= 32
trigger2 = root,time <= 102
attr = S, HP
animtype  = hard
damage    = Ceil(0.027 * enemy,Const(data.life)),5
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,3
guard.pausetime = 0,8
sparkno = s7001
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = HitDef
trigger1 = root,time = 105
attr = S, HP
animtype  = diagup
damage    = Ceil(0.0015 * enemy,Const(data.life)),4
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 0,3
guard.pausetime = 0,8
sparkno = s7001
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-8
guard.velocity = -1.2
air.velocity = -8,-8
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = helper
trigger1 = movecontact = 1
id = 2220
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2217]
type = destroyself
trigger1 = hitcount >= 35
trigger2 = root,stateno != 2216

;---------------------------------------------------------------------------
;壁
;---------------------------------------------------------------------------

[Statedef 2219]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

[state 2219]
type = nothitby
trigger1 = 1
value = SCA

[State 2219]
type = velset
trigger1 = 1
x = IfElse((enemy,movetype != H),4.2,0)

[state 2219]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 2219]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 2219]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 2219]
type = PlayerPush
trigger1 = 1
value = 1

[state 2219]
type = destroyself
trigger1 = root,stateno != 2216

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;カオティック・フレア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 2201
ctrl = 0

[State 2300]
type = varset
trigger1 = palno=12&&time=0
fv = 13
value = 1
ignorehitpause = 1

[State 2300]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg

[State 2300]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2300]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2300]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 26380
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 26380
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2300]
type = Explod
trigger1 = time = 10
anim = 3062
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = time = 0
anim = 3065
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 3066
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
volume = 150

[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 4000,19

[State 2300]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2300]
type = PlaySnd
trigger1 = Time = 8
value = 4000,18

[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2300]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[state 2300]
type = changestate
trigger1 = animtime = 0
value = 23000

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 23000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = varadd
trigger1 = palno=12&&time<160&&fvar(17)!=0
fv = 15
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = varset
trigger1 = palno=12&&time<160&&enemy,movereversed
fv = 17
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2100,1
volume = 150

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 4000,17
volume = 250
channel = 9

[State 23000]
type = null;PlaySnd
trigger1 = Time = 0
value = 4000,20
volume = 150

[State 23000]
type = Explod
trigger1 = Time = 0
anim = 3060
id = 3060
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = Projectile
triggerall = palno = 12
trigger1 = fvar(16)!=1&&(time=[20,220])&&(GameTime%3) = 1
trigger2 = fvar(16)!=0&&(time=[180,220])&&(GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = -9999999999
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(var(1)*5)))*21474836,(random<=20)*(random%200)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 3067
projhitanim = -1
projid = 3067
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 160,-140
velocity = 0
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(var(1)*5)))*21474836,(random<=20)*(random%200)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3064
projhitanim = -1
projid = 3064
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 23000]
type = AttackDist
trigger1 = 1
value = 0

[State 23000]
type = ReversalDef
triggerall = palno = 12
trigger1 = time <= 220
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetdrop
trigger1 = palno=12&&(roundstate>=3&&enemy,alive=0&&enemy,stateno=5150||numtarget>=7)

[state 23000]
type = targetstate
triggerall = palno = 12 &&roundstate=2
trigger1 = time = [160,220]
trigger1 = (GameTime%3) = 1
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = null;targetstate
triggerall = palno=12&&roundstate=2&&fvar(17)=1&&(fvar(15)=[1,50])&&enemy,alive
trigger1 = time <= 159
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetstate
triggerall = palno=12&&roundstate=2&&fvar(17)=1&&enemy,alive
trigger1 = time <= 159
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetstate
trigger1 = palno=12&&enemy,alive=0&&!(enemy,stateno=2701000||enemy,stateno=263601||enemy,stateno=5150)
value = 2701000
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = Explod
trigger1 = palno=12&&target,stateno=263601&&enemyNear,time=0||projhit3063=1||projguarded3063=1
anim = IfElse((projguarded=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x))+(random%20)-(random%40),(target,const(size.mid.pos.y))+(random%40)-(random%60)
facing = -1
ownpal = 1
trans = add

[State 23000]
type = Explod
trigger1 = projhit3067=1||projguarded3067=1
anim = IfElse((projguarded=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x))+(random%20)-(random%40),(target,const(size.mid.pos.y))+(random%40)-(random%60)
facing = -1
ownpal = 1
trans = add

[State 23000]
type = HitAdd
trigger1 = palno = 12 && target,stateno = 263601 && enemyNear,time = 0
value = 1

[state 23000]
type = changestate
trigger1 = time >= 250
value = 23001

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 26350]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 26350]
type = destroyself
trigger1 = ishelper

[State 26350]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(((random<=20)*0.2) * Const(data.life)))

[State 26350]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26350]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 26350]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26350] 
type = changestate
trigger1 = time >= 8
value = 26370

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 263601]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 263601]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 263601]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26360]
type = VarRangeSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&!ishelper&&name!="G Mizuchi"&&prevstateno!=263601
value = 0
IgnoreHitPause = 1

[State 26360]
type = VarRangeSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&!ishelper&&name!="G Mizuchi"&&prevstateno!=263601
fvalue = 0
IgnoreHitPause = 1

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 2
value = prevstateno

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 3
value = anim

[State 263601]
type = PlayerPush
trigger1 = 1
value = -1

[State 263601]
type = NotHitBy
trigger1 = 1
value = SCA

[State 263601]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 263601]
type = ChangeAnim
Trigger1 = Time = 0&&!ishelper
value = 5070

[State 263601]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 263601]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[state 263601]
type = destroyself
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=1
trigger2 = ishelper&&time>=5

[state 263601]
type = changestate
trigger1 = ishelper&&time=1&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
value = 2636010

[State 263601] 
type = changestate
trigger1 = time>=8&&!ishelper
value = 26370

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 26360]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 26360]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26360]
type = PlayerPush
trigger1 = 1
value = -1

[State 26360]
type = NotHitBy
trigger1 = 1
value = SCA

[State 26360]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26360]
type = ChangeAnim
Trigger1 = Time = 0 && !ishelper
value = 5070

[State 26360]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26360]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(1) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(2) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(3) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(4) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(5) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(6) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(7) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(8) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(9) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(10) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(11) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(12) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(13) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(14) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(15) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(16) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(17) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(18) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(19) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(20) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(21) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(22) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(23) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(24) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(25) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(26) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(27) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(28) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(29) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(30) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(31) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(32) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(33) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(34) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(35) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(36) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(37) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(38) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(39) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(40) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(41) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(42) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(43) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(44) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(45) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(46) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(47) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(48) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(49) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(50) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(51) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(52) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(53) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(54) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(55) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(56) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(57) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(58) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(59) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(1) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(2) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(3) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(4) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(5) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(6) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(7) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(8) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(9) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(10) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(11) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(12) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(13) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(14) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(15) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(16) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(17) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(18) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(19) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(20) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(21) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(22) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(23) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(24) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(25) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(26) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(27) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(28) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(29) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(30) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(31) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(32) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(33) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(34) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(35) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(36) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(37) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(38) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(39) = 0

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 2
value = prevstateno

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 3
value = anim

[state 26360]
type = changestate
triggerall = enemynear,name="G Mizuchi"&&enemynear,var(55)<=0&&enemynear,fvar(19)!=0
trigger1 = ishelper
value = 2636030

[state 26360]
type = changestate
trigger1 = ishelper&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&enemynear,stateno=23000
value = 2636010

[state 26360]
type = destroyself
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=1&&enemynear,var(55)<=0
;trigger2 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(26)!=1

[state 26360]
type = velset
trigger1 = time = 0 && !ishelper
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26360]
type = VelAdd
Trigger1 = time > 0 && !ishelper
y = .39

[State 26360]
type = selfstate
trigger1 = Vel Y > 0 && !ishelper
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 26370]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 26370]
type = destroyself
trigger1 = ishelper

[State 26370]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 26370]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 26370]
type = PlayerPush
trigger1 = 1
value = -1

[State 26370]
type = NotHitBy
trigger1 = 1
value = SCA

[State 26370]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26370]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 26370]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26370]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 26370]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
;超必演出ヘルパ
;---------------------------------------------------------------------------

[Statedef 26380]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3061
ownpal = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25

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

[Statedef 169992]
type    = S
physics = S
anim = 0

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169992]
type = BindToroot
trigger1 = 1

[State 169992]
type = PlayerPush
trigger1 = 1
value = 0

[State 169992]
type = PosSet
trigger1 = 1 
X = root, Pos X

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

[Statedef 169995]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 169995]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 169995]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169995]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 169995]
type = varset
trigger1 = ishelper
v = 2
value = prevstateno

[State 169995]
type = VarRangeSet
trigger1 = !ishelper && name != "G Mizuchi"
value = 0
IgnoreHitPause = 1

[State 169995]
type = VarRangeSet
trigger1 = name != "G Mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 169995]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[state 169995]
type = changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=10))
value = IfElse((ishelper),169994,169998)

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

[Statedef 169994]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 169994]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169994]
type = PosSet
trigger1 = ishelper
Y = 240

[State 169994]
type = ChangeAnim
triggerall = ishelper
trigger1 = time = 0
value = var(2)

[State 169994]
type = ChangeState
trigger1 = !ishelper
value = 169998

[State 169994]
type = destroyself
trigger1 = roundstate != 2 || root,alive = 0 || time >= 5

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

[Statedef 169993]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 169993]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 169993]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169993]
type = ReversalDef
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s7011
hitsound = s120,0
p1stateno = 1699931
p2stateno = 26360
getpower = 0

[state 169993]
type = null;targetstate
trigger1 =1
value = 26360

[state 169993]
type = nothitby
trigger1 = 1
value = SCA

[state 1699931]
type = destroyself
trigger1 = root,var(55) < 1

[State 169993]
type = ChangeState
trigger1 = EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value = 1699932

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

[Statedef 1699931]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699931]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699931]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 1699931]
type = ReversalDef
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 0
sparkno = s7011
hitsound = s120,0
p1stateno = 1699931
p2stateno = 1699951
getpower = 0

[state 1699931]
type = nothitby
trigger1 = 1
value = SCA

[state 1699931]
type = targetdrop
trigger1 = root,var(55) < 2

[state 1699931]
type = destroyself
trigger1 = root,var(55) < 1

[State 1699931]
type = ChangeState
trigger1 = EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value = 1699933

[State 1699931]
type = ChangeState
trigger1 = root,stateno=23000
value = 169993301

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

[Statedef 169993301]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3063
ownpal = 1

[State 169993301]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 169993301]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 169993301]
type = nothitby
trigger1 = 1
value = SCA

[State 169993301]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 263601
getpower = 0

[State 169993301]
type = targetLifeAdd
trigger1 = root,stateno=23000
value = -9999999999
absolute = 1

[state 169993301]
type = targetdrop
trigger1 = root,var(55) < 2

[state 169993301]
type = destroyself
trigger1 = root,var(55) < 1

[State 169993301]
type = ChangeState
trigger1 = root,stateno!=23000&&root,var(55) >=1
value = 1699931

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

[Statedef 1699932]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699932]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699932]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 1699932]
type = nothitby
trigger1 = 1
value = SCA

[State 1699932]
type = ChangeState
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
value = 169993

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

[Statedef 1699933]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699933]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699933]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 1699933]
type = nothitby
trigger1 = 1
value = SCA

[State 1699933]
type = ChangeState
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
value = 1699931

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

[Statedef 1699951]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 1699951]
type = powerset
trigger1 = 1
value = 0

[state 1699951]
type = destroyself
trigger1 = ishelper

[State 1699951]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 1699951]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 1699951]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 169996]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state 169996]
type = destroyself
trigger1 = ishelper

[State 169996]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 169996]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 169996]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 169997]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 169997]
type = destroyself
trigger1 = ishelper

[State 169997]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169997]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169997]
type = PlayerPush
trigger1 = 1
value = -1

[State 169997]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169997]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169997]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 169997]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 169997]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 169997]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
[Statedef 169998]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169998]
type = destroyself
trigger1 = ishelper

[State 169998]
type = lifeset
trigger1 = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),0,life-(Ceil(0.02*Const(data.life))))

[State 169998]
type = lifeset
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169998]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169998]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169998]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169998]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169998]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169998]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169998]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.3,-0.3)
y = -0.25

[state 169998]
type = veladd
trigger1 = 1
y = 0.002

[State 169998] 
type = changestate
trigger1 = time >= 11
value = 169997

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

[Statedef 169999]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169999]
type = destroyself
trigger1 = ishelper

[State 169999]
type = Envcolor
trigger1 = time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State 169999]
type = lifeset
trigger1 = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),0,life-(Ceil(0.012*Const(data.life))))

[State 169999]
type = lifeset
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169999]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169999]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169999]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169999]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169999]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169999]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169999]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.01,-0.01)
y = -0.02

[state 169999]
type = veladd
trigger1 = 1
y = 0.002

[State 169999] 
type = changestate
trigger1 = time >= 5
value = 10381

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

[Statedef 170000]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 170000]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0.9&&numhelper(195011)=0
id = 195011
persistent = 0
name = "baef"
pos = 20,-90
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170000]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170000]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170000]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170000]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0.9
value = -powermax

[State 170000]
type = NotHitBy
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[state 170000]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 170000]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 170000]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 170003
ctrl = 0

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

[Statedef 170001]
type    = S
movetype= I
physics = S
anim = 0

[State 170001]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0.9&&numhelper(195010)=0
id = 195010
persistent = 0
name = "baef"
pos = 20,-85
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170001]
type = posset
trigger1 = time = 0
y = 0

[state 170001]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170001]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170001]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170001]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0.9
value = -powermax

[State 170001]
type = NotHitBy
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[State 170001]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 170001]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 170001]
type = ChangeState
trigger1 = Time >= 1+((EnemyNear,HitDefAttr=SCA,NA)*10)
value = 0
ctrl = 1

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

[Statedef 170002]
type    = C
movetype= I
physics = C
anim = 11

[State 170002]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0.9&&numhelper(195011)=0
id = 195011
persistent = 0
name = "baef"
pos = 20,-40
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170002]
type = posset
trigger1 = time = 0
y = 0

[state 170002]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170002]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170002]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170002]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0.9
value = -powermax

[State 170002]
type = NotHitBy
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[State 170002]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 170002]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 170002]
type = ChangeState
trigger1 = Time >= 1
value = 11
ctrl = 1

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

[Statedef 170003]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 11
sprpriority = 1
ctrl = 0

[State 170003]
type = NotHitBy
trigger1 = 1
value = SCA

[state 170003]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 170003]
type = posset
trigger1 = time = 0
y = 0

[state 170003]
type = changestate
trigger1 = Time >= 10
value = 12
ctrl = 1

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

[Statedef 190000]
type    = S
movetype= I
physics = S
anim = 1

[state 190000]
type = posset
trigger1 = 1
y = 0

[State 190000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190000]
type = ChangeState
trigger1 = Time >= 1
value = 190010

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

[Statedef 190001]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 190001]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190001]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 190001]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 190001]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 190002
ctrl = 0

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

[Statedef 190002]
type    = S
movetype= I
physics = S

[State 190002]
type = ChangeAnim
trigger1 = time = 0
value = 11

[State 190002]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 190002]
type = posset
trigger1 = 1
y = 0

[state 190002]
type = changestate
trigger1 = time>=5
value = 190003

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

[Statedef 190003]
type    = S
movetype= I
physics = S

[State 190003]
type = ChangeAnim
trigger1 = time = 0
value = 12

[State 190003]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = posset
trigger1 = 1
y = 0

[State 190003]
type = ChangeState
trigger1 = animtime=0
value = 190010

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

[Statedef 190010]
type    = S
movetype= I
physics = S

[state 190010]
type = posset
trigger1 = 1
y = 0

[State 190010] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 190010]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 190010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190010]
type = ChangeState
trigger1 = ifelse(ishelper,(enemy,stateno=[170,190])||time>=600,time>=10)
value = ifelse(ishelper,180-((!win)*10),0)
ctrl = (!ishelper)

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

[Statedef 195000]
type    = S
movetype= I
physics = S
anim = 0

[State 195000]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 195000]
type = PlayerPush
trigger1 = 1
value = -1

[state 195000]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[state 195000]
type = varset
trigger1 = time = 0
trigger2 = (time=[1,60])&&var(1)>=0
trigger3 = (time=[61,120])&&var(1)<=255
v = 1
value = ((time=0)*255)+(ifelse((time=[1,60]),var(1)-5,var(1)+7))
pausemovetime = 99999999
supermovetime = 99999999

[State 195000]
type = AllPalfx
trigger1 = time >= 1
mul = var(1),var(1),var(1)
time = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 195000]
type = destroyself
trigger1 = time>=121

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

[Statedef 195001]
type    = S
movetype= I
physics = S

[State 195001]
type = ChangeAnim
trigger1 = time = 0
value = root,anim

[State 195001]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195001]
type = NotHitBy
trigger1 = 1
value = SCA

[State 195001]
type = PlayerPush
trigger1 = 1
value = -1

[state 195001]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[state 195001]
type = playsnd
trigger1 = time = 0
IgnoreHitPause = 1
persistent = 0
value = 11,10

[State 195001]
type = destroyself
trigger1 = RoundState != 3

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

[Statedef 195010]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3071
ownpal = 1
sprpriority = 99999

[state 195010]
type = nothitby
trigger1 = 1
value = SCA

[State 195010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 195010]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 250-(time*14),50*(time*30)

[State 195010]
type = AngleDraw
trigger1 = ishelper(195010)
Scale = 0.01+(time*0.04),0.1+(time*0.04)

[State 195010]
type = AngleDraw
trigger1 = ishelper(195011)
Scale = 0.01+(time*0.04),0.1+(time*0.04)

[State 195010]
type = Explod
trigger1 = time=0
anim = 3074
id = 3074
sprpriority = 11
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 15
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 195010]
type = ModifyExplod
trigger1 = 1
ID = 3074
scale = 1.0-(time*0.07),1.0-(time*0.07)

[State 195010]
type = PlaySnd
trigger1 = Time = 0
value = 4000,21
volume= 250

[State 195010]
type = null;AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[state 195010]
type = destroyself
trigger1 = Time >= 16

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

[Statedef 195020]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3072
ownpal = 1

[State 195020]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195020]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = s120,0
p1stateno = 195022
p2stateno = 195023
getpower = 0

[state 195020]
type = nothitby
trigger1 = 1
value = SCA

[state 195020]
type = targetdrop
trigger1 = 1

[state 195020]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0.9||EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195021]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3072
ownpal = 1

[State 195021]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195021]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195021]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = s120,0
p1stateno = 195022
p2facing = ifelse(enemynear,vel x>0,-1,1)
getpower = 0

[state 195021]
type = nothitby
trigger1 = 1
value = SCA

[state 195021]
type = targetdrop
trigger1 = 1

[state 195021]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0.9||!(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195022]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3073
ownpal = 1

[State 195022]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195022]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 195022]
type = nothitby
trigger1 = 1
value = SCA

[state 195022]
type = targetdrop
trigger1 = 1

[state 195022]
type = changestate
trigger1 = time >= 1
value = prevstateno

[state 195022]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0.9
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195023]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state 195023]
type = destroyself
trigger1 = ishelper

[State 195023]
type = ChangeAnim
trigger1 = time=0
value = 5070

[State 195023]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 195023]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 2636010]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 2636010]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 2636010]
type = Projectile
trigger1 = time<=1&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&ishelper
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 26360100
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636010]
type = Projectile
trigger1 = time>=20&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&ishelper&&root,alive
;trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 26360100
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636010]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2636010]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 2636010]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="G Mizuchi"&&enemynear,stateno!=23000||time>=21


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

[Statedef 2636030]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 2636030]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 2636030]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636030]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2229900]
type = Projectile
trigger1 = ishelper&&roundstate<=2&&time<=2
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 97857373211
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636030]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 2636030]
type = destroyself
trigger1 = roundstate!=2||root,alive=0

[state 2636030]
type = changestate
trigger1 = ishelper&&enemynear,name="G Mizuchi"&&enemynear,stateno=23000
value = 2636010

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

[Statedef 2636020]
type    = S
physics = S
anim = 3069

[State 2636020]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2636020]
type = BindToroot
trigger1 = 1

[State 2636020]
type = PlayerPush
trigger1 = 1
value = 0

[State 2636020]
type = PosSet
trigger1 = 1 
X = root, Pos X

[state 2636020]
type = nothitby
trigger1 = ishelper(2636020)
value = SCA

[State 2636020]
type = helper
trigger1 = numhelper(2636021) = 0 && roundstate <= 2
id = 2636021
persistent = 1
name = "g G Mizuchi"
pos = 0,0
postype = P1
stateno = 2636020
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636020]
type = destroyself
trigger1 = root,stateno != 23000 || roundstate >= 3 || enemy,numprojid(26360100)=0

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

[Statedef 2701000]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 2701000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2701000]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2701000]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 2701000]
type = destroyself
trigger1 = ishelper

[State 2701000]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = ifelse(SelfAnimExist(5070),5070,0)

[State 2701000]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2701000]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150

;---------------------------------------------------------------------------
; HITG_SHAKE
;---------------------------------------------------------------------------

[Statedef 5000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 5000]
type = destroyself
trigger1 = ishelper

[State 5000] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5000]
type = palfx
trigger1 = 1
time = 0

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5000]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001

[State 5000]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITG_SLIDE
;---------------------------------------------------------------------------

[Statedef 5001]
type    = S
movetype= H
physics = S

[state 5001]
type = destroyself
trigger1 = ishelper

[State 5001] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5001]
type = palfx
trigger1 = 1
time = 0

[State 5001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5001]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 5001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5001]
type = VelSet
trigger1 = HitOver
x = 0

[State 5001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5001]
type = ChangeState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HITC_SHAKE
;---------------------------------------------------------------------------

[Statedef 5010]
type    = C
movetype= H
physics = N
velset = 0,0

[state 5010]
type = destroyself
trigger1 = ishelper

[State 5010] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5010]
type = palfx
trigger1 = 1
time = 0

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5010]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5010]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5010]
type = StateTypeSet
triggerall = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5011

[State 5010]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5010]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 5010]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5010]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITC_SLIDE
;---------------------------------------------------------------------------

[Statedef 5011]
type    = C
movetype= H
physics = C

[state 5011]
type = destroyself
trigger1 = ishelper

[State 5011] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5011]
type = palfx
trigger1 = 1
time = 0

[State 5011]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5011]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 5011]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 5011]
type = VelSet
trigger1 = HitOver
x = 0

[State 5011]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 5011]
type = ChangeState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HITA_SHAKE
;---------------------------------------------------------------------------

[Statedef 5020]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5020]
type = destroyself
trigger1 = ishelper

[State 5020] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5020]
type = palfx
trigger1 = 1
time = 0

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5020]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP
;---------------------------------------------------------------------------

[Statedef 5030]
type    = A
movetype= H
physics = N
ctrl = 0

[state 5030]
type = destroyself
trigger1 = ishelper

[State 5030] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5030]
type = palfx
trigger1 = 1
time = 0

[State 5030]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10 
value = 5040

[State 5030]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0 
trigger2 = Pos Y >= 10
value = 5050 

[State 5030]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
;---------------------------------------------------------------------------

[Statedef 5035]
type    = A
movetype= H
physics = N

[state 5035]
type = destroyself
trigger1 = ishelper

[State 5035] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5035]
type = palfx
trigger1 = 1
time = 0

[State 5035]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] 
trigger1 = Anim != 5090 
value = 5035

[State 5035]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0     
trigger4 = Anim != 5035
value = 5040 

[State 5035]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  
trigger2 = AnimTime = 0 
trigger3 = Vel Y > 0   
trigger3 = Pos Y >= 10  
trigger4 = Time = 0    
trigger4 = Anim != 5035 
value = 5050

;---------------------------------------------------------------------------
; HITA_RECOV
;---------------------------------------------------------------------------

[Statedef 5040]
type    = A
movetype= H
physics = N

[state 5040]
type = destroyself
trigger1 = ishelper

[State 5040] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5040]
type = palfx
trigger1 = 1
time = 0

[State 5040]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; HITA_FALL
;---------------------------------------------------------------------------

[Statedef 5050]
type    = A
movetype= H
physics = N

[state 5050]
type = destroyself
trigger1 = ishelper

[State 5050] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5050]
type = palfx
trigger1 = 1
time = 0

[State 5050]
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]
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]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 5050]
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 5050]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;---------------------------------------------------------------------------
; HIT_TRIP (shaking)
;---------------------------------------------------------------------------

[Statedef 5070]
type    = A
movetype= H
physics = N
velset = 0,0

[state 5070]
type = destroyself
trigger1 = ishelper

[State 5070] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5070]
type = palfx
trigger1 = 1
time = 0

[State 5070]
type = ChangeAnim 
trigger1 = 1
value = 5070

[State 5070]
type = ChangeState
trigger1 = HitShakeOver
value = 5071

[State 5070]
type = ForceFeedback
trigger1 = time = 0
time = 12
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HIT_TRIP2
;---------------------------------------------------------------------------

[Statedef 5071]
type    = A
movetype= H
physics = N

[state 5071]
type = destroyself
trigger1 = ishelper

[State 5071] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5071]
type = palfx
trigger1 = 1
time = 0

[State 5071]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5071]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5071]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HITL_SHAKE
;---------------------------------------------------------------------------

[Statedef 5080]
type    = L
movetype= H
physics = N
velset = 0,0

[state 5080]
type = destroyself
trigger1 = ishelper

[State 5080] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5080]
type = palfx
trigger1 = 1
time = 0

[State 5080]
type = VarSet
trigger1 = time = 0
sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090)

[State 5080]
type = VarAdd
trigger1 = time = 0
trigger1 = (anim = [5081,5089]) || (anim = [5111,5119])
trigger1 = SelfAnimExist(sysvar(2) + (anim % 10))
sysvar(2) = anim % 10

[State 5080]
type = VarSet
trigger1 = time = 0
trigger1 = sysvar(2) = 5090
trigger1 = !SelfAnimExist(5090)
sysvar(2) = 5030

[State 5080]
type = ChangeAnim
trigger1 = 1
value = sysvar(2)

[State 5080, 4]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 5081

[State 5080]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) != 0
value = 5030

;---------------------------------------------------------------------------
; HITL_SLIDE
;---------------------------------------------------------------------------

[Statedef 5081]
type    = L
movetype= H
physics = C

[state 5081]
type = destroyself
trigger1 = ishelper

[State 5081] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5081]
type = palfx
trigger1 = 1
time = 0

[State 5081]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 5081]
type = VelSet
trigger1 = HitOver
x = 0

[State 5081]
type = VarSet
trigger1 = Time = 0
sysvar(0) = 1

[State 5081]
type = ChangeState
trigger1 = HitOver
value = 5110

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5100]
type    = L
movetype= H
physics = N

[state 5100]
type = destroyself
trigger1 = ishelper

[State 5100] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5100]
type = palfx
trigger1 = 1
time = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100]
type = FallEnvShake
trigger1 = Time = 0

[State 5100]
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100]
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100]
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100]
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110

[State 5100]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100]
type = HitFallDamage
trigger1 = Time = 3

[State 5100]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100]
type = PosFreeze
trigger1 = 1

[State 5100]
type = ChangeState
trigger1 = AnimTime = 0
value = 5101

[State 5100]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE
;---------------------------------------------------------------------------

[Statedef 5101]
type    = L
movetype= H
physics = N

[state 5101]
type = destroyself
trigger1 = ishelper

[State 5101] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5101]
type = palfx
trigger1 = 1
time = 0

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101]
type = HitFallVel
trigger1 = Time = 0

[State 5101]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101]
type = VelAdd
trigger1 = 1
y = .4

[State 5101]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 5110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
;---------------------------------------------------------------------------

[Statedef 5110]
type    = L
movetype= H
physics = N

[state 5110]
type = destroyself
trigger1 = ishelper

[State 5110] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5110]
type = palfx
trigger1 = 1
time = 0

[State 5110]
type = FallEnvShake
trigger1 = Time = 0

[State 5110]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110]
type = HitFallDamage
trigger1 = Time = 0

[State 5110]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 5110]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 5110]
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110]
type = VelMul
trigger1 = 1
x = 0.85

[State 5110]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
; HIT_GETUP
;---------------------------------------------------------------------------

[Statedef 5120]
type    = L
movetype= I
physics = N

[state 5120]
type = destroyself
trigger1 = ishelper

[State 5120] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5120]
type = palfx
trigger1 = 1
time = 0

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120]
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120]
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
;---------------------------------------------------------------------------

[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150]
type = AngleDraw
trigger1 = name!="G Mizuchi"&&(time=[0,400])&&enemynear,palno=12
Scale = 1.0-(time*0.0018),1.0-(time*0.0018)

[State 5150]
type = AssertSpecial
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&((time=[350,399])&&(gametime%3=0)||time>=400)
flag = invisible

[State 5150]
type = AssertSpecial
trigger1 = name!="G Mizuchi"&&enemynear,palno=12
flag = noshadow
flag2 = nobardisplay

[State 5150]
type = PlaySnd
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&(time=300||time=350)
value = 11,0
freqmul = 1.5+((time=350)*0.6)
volume = 250

[State 5150]
type = palfx
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&(time=[250,400])
time = 1
add = 120-time*0.5,120-time*0.5,120-time*0.5
ignorehitpause = 1

[State 5150]
type = Explod
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&time>=400&&animexist(100)
trigger1 = (GameTime%10) = 0
anim = 100
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 1+(random%3),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&time>=400&&animexist(20)
trigger1 = (GameTime%10) = 2
anim = 20
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 0.5+(random%2),0
Scale=0.1+((random<=50)*0.1)+((random<=85)*0.2),0.1+((random<=50)*0.1)+((random<=85)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150]
type = Explod
trigger1 = name!="G Mizuchi"&&enemynear,palno=12&&time>=400&&animexist(41)
trigger1 = (GameTime%14) = 0
anim = 41
sprpriority = 99999
postype = p1
pos = -20+(random%40),0
vel = 0,-2.5-(random%2)
Scale=0.1+((random<=50)*0.1)+((random<=100)*0.2),0.1+((random<=50)*0.1)+((random<=100)*0.2)
removetime = -1
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 5150] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  0

[state 5150]
type = destroyself
trigger1 = ishelper

[State 5150]
type = null;lifeset
trigger1 = 1
value = 0

[State 5150]
type = posset
trigger1 = 1
y = 0

[State 5150]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150]
type = ChangeAnim
persistent = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150]
type = VelMul
trigger1 = 1
x = 0.85

[State 5150]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Varのラウンド持ち越し
;---------------------------------------------------------------------------

[Statedef 5900]
type = S

[State 5900]
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900]
type = ChangeState
trigger1 = roundno = 1
value = 190

;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -2]; 常時監視ステ?ト
[State 170]
type = NotHitBy
trigger1 = 1
value = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP, AA, AP, AT
time = 999999

[state -2] 
type=lifeadd 
trigger1=1 
value=100

[State 0, LifeSet]
type = LifeSet
Trigger1 = Alive
value = 1000

[State 2]
type = ReversalDef
Trigger1 = 1
reversal.attr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP, AA, AP, AT
persistent = 1
ignorehitpause = 1

[State -2, sparkles];覆っているエフェクト
type=explod
triggerall = palno=12               ;12Pカラ?のみ
trigger1= !(gametime%15) && numexplod(10030)<10
anim=10031
ID=10031
sprpriority = 2
postype=p1
pos=0,-67
vel=0,0
scale=0.5,0.55
ownpal=1

[State -2]
type = sprpriority
trigger1 = 1
value = -5

[State -2]
type = ReversalDef
triggerall = !movehit || movehit >= 450
trigger1 = var(52) < 5
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AA,AT,AP
pausetime = 0,0
sparkno = -1
sparkxy = 999,999
hitsound = -1
numhits = 0
ID = 1

[State -2]
type = bindtoroot
trigger1 = 1
time = 500
pos = -5,-90

[State -2]
type = AssertSpecial
trigger1 = var(52) >= 5
flag = invisible

[State -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2]
type = targetvelset
trigger1 = movehit = 1
trigger1 = numtarget = 1
trigger1 = !target,ishelper
x = -32

[State 300, BGPalFX]
type = BGPalFX
trigger1 = numexplod(2)
time = 100
add = 255,255,255
sinadd = -55,-55,-55,40

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = numpartner
trigger1 = fvar(20)<=0
trigger1 = (0.5+(partner,life/fvar(18))/2)<=(enemy,life/fvar(19))
trigger2 = fvar(20)>0
trigger2 = (1+(partner,life/fvar(18)))<=((playerID(var(4)),life/fvar(19))+(playerID(var(5)),life/fvar(20)))
flag = timerfreeze

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = win
flag = nobg
flag2 = nofg
flag3 = nobardisplay
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Config
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;12P 変数リセットスイッ?。一部の超必殺技のみ
;ONにすると不具合が出る可?性があります
;ONにしても強さ的にはさほどかわりません
[State -2]
type = varset
trigger1 = palno = 12
fv = 26
value = 1            ;1on 0off

;ト?スイッ?
[State -2]
type = varset
trigger1 = palno = 12
fv = 19
value = 1            ;1on 0off

;---------------------------------------------------------------------------
;立ちモ?ションのエフェクト等
;---------------------------------------------------------------------------

[State -2]
type = helper
triggerall = roundstate = 2
triggerall = anim = 0
trigger1 = (GameTime%9) = 1
id = 2793
persistent = 1
name = "hikari"
pos = var(50),var(51)
postype = p1
stateno = 2793
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = varrandom
trigger1 = 1
range = -40,30
v = 50

[State -2]
type = varrandom
trigger1 = 1
range = 0,-60
v = 51

[State -2]
type = varrandom
trigger1 = 1
range = -110,110
v = 43

[State -2]
type = varrandom
trigger1 = 1
range = 0,-170
v = 44

[state -2]
type = removeexplod
trigger1 = stateno!=[23000,23001]
id = 3060

[state -2]
type = removeexplod
trigger1 = stateno!=[2216,2217]
id = 3038

[state -2]
type = removeexplod
trigger1 = stateno!=[2216,2217]
id = 3039

[state -2]
type = removeexplod
trigger1 = stateno!=[2216,2217]
id = 3040

[state -2]
type = removeexplod
trigger1 = stateno!=[2216,2217]
id = 3041

[state -2]
type = removeexplod
trigger1 = stateno!=[2216,2217]
id = 3042

[state -2]
type = removeexplod
trigger1 = stateno!=[2216,2217]
id = 3043

[state -2]
type = removeexplod
trigger1 = stateno!=[2205,2210]
id = 3012

[state -2]
type = removeexplod
trigger1 = MoveType = H
id = 185

[State -2]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

[State -2]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

[state -2]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state -2]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state -2]
type = removeexplod
trigger1 = MoveType = H
id = 1860

[state -2]
type = removeexplod
trigger1 = stateno != 2216
id = 3038

[state -2]
type = removeexplod
trigger1 = stateno != 2216
id = 3035

[state -2]
type = removeexplod
trigger1 = stateno != 2216
id = 3042

[state -2]
type = removeexplod
trigger1 = stateno != 2216
id = 3043

[state -2]
type = removeexplod
trigger1 = stateno != 2205
id = 3012

[state -2]
type = removeexplod
trigger1 = movetype = H
id = 2200

[state -2]
type = removeexplod
trigger1 = anim != 0
id = 3011

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

[state -2]
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2]
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2]
type = varset
trigger1 = roundstate = 0
var(21) = 1

[State -2]
type = varset
trigger1 = roundstate = 0
var(22) = 1

[State -2]
type = varset
trigger1 = var(21) <= 1
var(22) = 3

[State -2]
type = varset
trigger1 = var(21) >= 150
var(22) = 2

[State -2]
type = varadd
trigger1 = 1
trigger1 = var(22) = 3
var(21) = 5

[State -2]
type = varadd
trigger1 = 1
trigger1 = var(22) = 2
var(21) = -5

[State -2]
type = PalFX
trigger1 = 1
trigger1 = stateno != [190,192]
trigger1 = stateno != [23000,23001]
trigger1 = roundstate != 0
time = 2
add = var(21),var(21),var(21)
ignorehitpause = 1

[State -2]
type = PalFX
trigger1 = 1
trigger1 = stateno != [190,192]
trigger1 = stateno != [23000,23001]
trigger1 = roundstate != 0
trigger1 = var(21) <= 40
time = 2
add = var(21)-40,var(21)-40,var(21)-40
ignorehitpause = 1
color = 0


;---------------------------------------------------------------------------
;回復系
;---------------------------------------------------------------------------

;パワ?自動回復
[State -2]
type = poweradd
triggerall = roundstate = 2
trigger1 = (GameTime%8) = 1
value =1+(var(1)*3)+((palno=12)*(8+((fvar(24)>=1000)*(powermax/60))))+((var(55)>=2&&palno=12&&(life<=(lifemax/2)))*(powermax/200))+(palno=12&&numenemy>=2)*10
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

;パワ?セット
[state -2]
type = powerset
trigger1 = palno=12&&!(stateno=1950||stateno =2000||stateno=2200||stateno=2215||stateno=2300||(stateno=[170000,170002]))&&fvar(27)-power>=1
value = ifelse((EnemyNear,HitDefAttr=SCA,NA),0,fvar(27)-power)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

;体力自動回復
[State -2]
type = lifeadd
triggerall = roundstate = 2 && palno != 12 && alive
trigger1 = (GameTime%(16-((palno=11)*14)))=0
value = var(41)
ignorehitpause = 1

[State -2]
type = lifeadd
triggerall = roundstate = 2 && palno = 11 && alive
trigger1 = var(58)!=gametime&&fvar(20)-life>=1
value = -((fvar(20)-life)*2)
absolute = 1
;kill = var(58)=gametime
ignorehitpause = 1

[State -2] 
type = varset 
trigger1 = life >= 500
var(41) = 1 + (var(1)*2)                     ;強化モ?ド時は回復量UP

[State -2] 
type = varset 
trigger1 = life <= 499
var(41) = 2 + (var(1)*3)                     ;強化モ?ド時は回復量UP

[State -2] 
type = varset 
trigger1 = life <= 250
var(41) = 3 + (var(1)*4)                     ;強化モ?ド時は回復量UP

[state -2]
type = varset
trigger1 = roundstate != 2
v = 48
value = 0
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state -2]
type = varset
trigger1 = 1
v = 59
value = (palno=12)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state -2]
type = varset
trigger1 = alive && ((stateno=[170000,170002])||roundstate<2) && palno = 12
trigger1 = var(57)=[0,(lifemax)]
v = 57
value = life
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state -2]
type = varset
trigger1 = alive&&((stateno!=[170000,170002])||roundstate<2) && palno = 12
trigger1 = var(52)=[0,(lifemax)]
v = 52
value = life
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State -2]
type = varset
triggerall = time=0
trigger1 = stateno=200||stateno=205||stateno=210||stateno=215||stateno=230||stateno=235
trigger2 = stateno=240||stateno=245||stateno=290||stateno=400||stateno=410||stateno=430
trigger3 = stateno=440||stateno=245||stateno=600||stateno=610||stateno=630||stateno=640||stateno=690
fv = 11
value = stateno
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State -2]
type = varset
trigger1 = palno=12&&stateno=fvar(11)&&time=1
fv = 12
value = enemynear,life
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State -2]
type = varset
trigger1 = palno=12&&roundstate!=2
fv = 13
value = 0
ignorehitpause = 1

[State -2]
type = varset
triggerall = palno=12
trigger1 = roundstate=2&&alive&&life<=0&&enemy,life>=enemy,lifemax*0.9
trigger2 = roundstate!=2||!alive
fv = 14
value =(fvar(14)+1)*(roundstate=2&&alive&&fvar(14)<=5)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = varset
trigger1 = palno=12&&stateno!=23000
fv = 15
value = 0
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = varset
trigger1 = palno=12&&(roundstate!=2||enemy,numprojid(97857373211)>=1||stateno=23001)
fv = 16
value = (roundstate=2)*(stateno!=23001)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = varset
trigger1 = palno=12&&stateno!=23000
fv = 17
value = 0
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = varset
trigger1 = palno = 12
fv = 18
value = (projcontact(320000)>=1)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = varset
trigger1 = palno = 11 && (stateno!=[19000,19050])
fv = 20
value = life
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = varset
trigger1 = palno = 12 && (GameTime%20) = 1
fv = 27
value = !(EnemyNear,HitDefAttr=SCA,NA)*power
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = varset
trigger1 = palno = 12
fv = 28
value = ((roundstate=2)*(fvar(28)+1))
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = varset
triggerall = fvar(29)=[0,(lifemax)]
trigger1 = palno=12&&roundstate<2
trigger2 = palno=12&&enemy,life<enemy,lifemax*0.9&&roundstate>=2
fv = 29
value = life*(roundstate<2)
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = varset
triggerall = fvar(30)=[0,(lifemax)]
trigger1 = palno=12&&enemy,life<enemy,lifemax*0.9
fv = 30
value = (roundstate<=2)*life
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = varset
triggerall = fvar(31)=[0,(lifemax)]
trigger1 = palno=12&&roundstate=2
fv = 31
value = life
IgnoreHitPause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2] 
type = targetstate
triggerall = palno=12&&roundstate>=3&&enemynear,alive
trigger1 = (enemynear,stateno=[805,806])||(enemynear,stateno=[2010,2013])
value = 26360

[State -2]
type = assertspecial
trigger1 = palno=12&&RoundState!=2&&enemynear,alive=0
trigger2 = palno=12&&(roundstate=[2,3])&&alive&&stateno!=23000
trigger2 = (enemynear(0),life>=enemynear(0),lifemax*0.9||enemy,life>=enemy,lifemax*0.9)
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = AssertSpecial
trigger1 = palno=12&&alive&&roundstate>=3&&enemy,alive
trigger2 = palno=12&&alive&&roundstate>=3&&numhelper(190000)
flag = invisible
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = AssertSpecial
trigger1 = palno = 12
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoairGuard

[State -2]
type = helper
trigger1 = palno=12&&numhelper(190000)=0&&alive&&roundstate>=3&&enemy,alive
id = 190000
persistent = 1
name = "G Mizuchi"
pos = 0,0
postype = P1
stateno = 190000+statetype=A
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state -2]
type = null;lifeset
trigger1 = alive&&palno=12&&roundstate<=2&&enemy,life>=enemy,lifemax*0.9
trigger1 = numhelper(1031)>=1&&(helper(1031),stateno!=[1031,1040])||helper(1031),movetype=H
value=lifemax
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state -2]
type = lifeset
trigger1 = alive&&palno=12&&roundstate<=2&&enemy,life>=enemy,lifemax*0.9
trigger2 = alive&&palno=12&&roundstate<2
trigger3 = alive&&palno=12&&roundstate>=3
trigger4 = fvar(14)>=3&&enemy,life>=enemy,lifemax*0.9
value=ifelse(roundstate<=2,fvar(30)+fvar(29)+((roundstate<2)*lifemax),(fvar(31)+((enemy,life>=enemy,lifemax*0.9&&enemy,alive&&roundstate>=3)*lifemax)))+((fvar(14)>=3)*lifemax)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[state -2]
type = lifeadd
triggerall = alive&&palno=12&&enemy,life<enemy,lifemax*0.9
trigger1 = (stateno!=[170000,170002])&&var(57)-life>=1||(stateno=[170000,170002])&&var(52)-life>=(lifemax/9)
value = ((roundstate<=2)*(ifelse(((stateno!=[170000,170002])&&var(57)-life>=1),var(57)-life,(ifelse(((stateno=[170000,170002])&&var(52)-life>=(lifemax/9)),var(52)-life,lifemax)))))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State -2]
type = null;SelfState
triggerall = palno=12&&alive&&!ishelper&&enemy,life>=enemy,lifemax*0.9
trigger1 = (statetype=S||statetype=C||statetype=A)&&alive&&(movetype=H||var(58)!=gametime)
trigger2 = roundstate>=3&&enemy,alive
value=IfElse((palno=12),IfElse((statetype=S),(ifelse(roundstate>=3,150,140)),IfElse((statetype=C),(ifelse(roundstate>=3,150,140)),IfElse((statetype=A),(ifelse(roundstate>=3,150,140)),140))),140)
ctrl = 0
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = SelfState
triggerall = palno=12&&alive&&!ishelper;&&enemy,life<enemy,lifemax*0.9
trigger1 = (statetype=S||statetype=C||statetype=A)&&alive&&(movetype=H||var(58)!=gametime)
trigger2 = roundstate>=3&&enemy,alive
value=IfElse((palno=12),IfElse((statetype=S),(ifelse(roundstate>=3,150,170001)),IfElse((statetype=C),(ifelse(roundstate>=3,150,170002)),IfElse((statetype=A),(ifelse(roundstate>=3,150,170000)),170000))),170000)
ctrl = 0
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = targetLifeAdd
trigger1 = palno=12&&(stateno=23000||stateno!=23000&&projhit=1)
value = ifelse(stateno=23000,-9999999999999,-(enemy,lifemax*0.002))
absolute = 1
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State -2]
type = null;targetLifeAdd
trigger1 = palno=12&&target(fvar(11)),time<=1&&movehit=1;target(fvar(11)),GetHitVar(hittime)
trigger1 = fvar(12)-(target(fvar(11)),life)<=(target(fvar(11)),lifemax)*fvar(10)
value = -(((((target(fvar(11)),lifemax)*fvar(10))-(target(fvar(11)),GetHitVar(damage)))*0.001)*(target(fvar(11)),lifemax))
absolute = 1
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State -2]
type = ChangeState
triggerall = palno = [11,12]
trigger1 = !alive && stateno = [5000,5080]
value = 169996
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State -2]
type = null;PalFX
triggerall = palno = 12 && fvar(28)>=6500
trigger1 = (GameTime%2) = 1
time = 1
add = 255,100,100
ignorehitpause = 1

[State -2]
type = ChangeState
triggerall = alive&&palno=11
trigger1 = StateNo = 5000
trigger2 = StateNo = 5010
trigger3 = StateNo = 5020
trigger4 = StateNo = 5070
trigger5 = movetype=H&&StateNo=40
value = 19000
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State -2]
type = defenceMulSet
trigger1 = palno!=12
value=1.0+((palno=11)*4.5)+(((palno=[1,10])&&var(55)<=0)*0.3)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

;---------------------------------------------------------------------------
;状態異常関係
;---------------------------------------------------------------------------

[state -2]                      ;バニッシュ初期化
type = varset
trigger1 = roundstate != 2
v = 55
value = 0

[state -2]                      ;バニッシュカウント
type = varadd
trigger1 = var(55) >= 0
v = 55
value = -1

[state -2]                      ;行動封印カウント
type = varadd
trigger1 = 1
v = 28
value = -1

[state -2]                      ;歩き・ジャンプ封印カウント
type = varadd
trigger1 = 1
v = 29
value = -1

[state -2]                      ;スロウカウント
type = varadd
trigger1 = 1
v = 54
value = -1

[state -2]                      ;スロウ初期化
type = varset
trigger1 = roundstate != 2
v = 54
value = 0

[state -2]                      ;行動封印カウントセット
type = varset
triggerall = var(54) != [1,600]
trigger1 = numhelper(4000) = 1
v = 28
value = 800

[state -2]                      ;歩き・ジャンプ封印カウントセット
type = varset
triggerall = var(54) != [1,600]
trigger1 = numhelper(4008) = 1
v = 29
value = 500

[state -2]                      ;行動封印カウント初期化
type = varset
trigger1 = roundstate != 2
v = 28
value = 0

[state -2]                      ;歩き・ジャンプ封印カウント初期化
type = varset
trigger1 = roundstate != 2
v = 29
value = 0

[State -2] 
type = varset
triggerall = palno = 12
trigger1 = RoundState = 2 && (GameTime%50) = 1
trigger2 = RoundState != 2
fv = 22
value = 0+((RoundState = 2)*enemy,life)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2] 
type = varset
triggerall = palno = 12
trigger1 = RoundState = 2 && (GameTime%55) = 1
trigger1 = fvar(22) != 0 && enemy,life >= fvar(22)
trigger2 = fvar(22) != 0 && enemy,life < fvar(22)
trigger3 = RoundState != 2
fv = 23
value = IfElse((RoundState = 2),IfElse((fvar(22) != 0 && enemy,life < fvar(22)),0,1),0)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state -2]
type = varadd
trigger1 = palno = 12 && roundstate = 2 && fvar(23) = 1
fv = 24
value = 1+((enemy,life>=enemy,lifemax&&enemy,power>=enemy,powermax)*50)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = varset
triggerall = palno = 12
trigger1 = roundstate != 2 || fvar(23) = 0 || numtarget
fv = 24
value = 0
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = NotHitBy 
trigger1 = var(28) >= 1
value = SCA,AT
ignorehitpause = 1

[State -2]
type = HitBy 
trigger1 = var(28) >= 1
value = SCA,AA,AP
ignorehitpause = 1

[State -2]
type = NotHitBy 
triggerall = palno =12
trigger1 = var(55)>=1||enemy,life>=enemy,lifemax*0.9||roundstate!=2
value = SCA,AA,AP,AT
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = null;AllPalfx
trigger1 = stateno = 23000 && time = 200
sinadd = 255, 255, 255, -100
time = 45
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = helper
triggerall = roundstate = 2
triggerall = var(28) >= 4
trigger1 = numhelper(3000)=0
id = 3000
persistent = 1
name = "da"
pos = 0,0
postype = p2
stateno = 3100
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = helper
triggerall = roundstate = 2
triggerall = var(28) = [1,3]
trigger1 = (GameTime%2) = 1
id = 3000
persistent = 1
name = "da"
pos = 0,0
postype = p2
stateno = 3107
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = helper
triggerall = roundstate = 2
triggerall = var(29) >= 0
trigger1 = (GameTime%3) = 1
id = 4009
persistent = 1
name = "da"
pos = 0,0
postype = p2
stateno = 4009
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = helper
trigger1 = palno = 12 && numhelper(169993) = 0 && var(55) >= 1
id = 169993
persistent = 1
name = "G Mizuchi"
pos = 0,0
postype = P1
stateno = 169993
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
trigger1 = numhelper(195000)=0&&stateno=23000&&time=200
id = 195000
persistent = 1
name = "black"
pos = 0,0
postype = P1
stateno = 195000
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
triggerall = palno=12&&(stateno=23000&&time<160)&&!ishelper&&fvar(19)!=0
trigger1 = numhelper(2636020)=0&&enemy,numprojid(26360100)>=1
id = 2636020
persistent = 0
name = "G Mizuchi"
pos = 0,0
postype = P1
stateno = 2636020
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
trigger1 = palno=12&&numhelper(195020)=0&&enemy,life>=enemy,lifemax*0.9&&var(55)<=1&&(stateno!=[2000,2005])
id = 195020
persistent = 1
name = "bari"
pos = 0,0
postype = P1
stateno = 195020+(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = helper
trigger1 = palno=12&&!(numhelper(195010)||numhelper(195011))&&helper(195020),stateno=195022
id = 195011-statetype=S
persistent = 0
name = "baef"
pos = 20,-(40+((statetype=A)*50)+((statetype=S)*45))
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State -2]
type = SelfState
triggerall = ishelper(2636020)
trigger1 = var(58) != gametime
trigger2 = stateno != 2636020
trigger3 = movetype = H
trigger4 = anim = [5000,5150]
trigger5 = stateno = [5000,5150]
value = 0
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State -2]
type = Explod
triggerall = palno!=12||palno=12&&!numhelper(200000)
triggerall = roundstate = 2
triggerall = enemy,statetype != L
triggerall = var(54) >= 1
trigger1 = (GameTime%18) = 1
anim = 3025
id = 3025
sprpriority = 11
postype = p2
pos = -40+(random%80),-90+(random%20)
vel = 0,4
trans = add
;bindtime = -1
removetime = 15
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = Explod
triggerall = roundstate = 2
triggerall = var(28) >= 4 || var(29) >= 0
trigger1 = (GameTime%18) = 1
anim = 3024
id = 3024
sprpriority = 11
postype = p2
pos = -50+(random%100),0-(random%50)
vel = -1+(random%3),-3
trans = add
;bindtime = -1
removetime = 20
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2]
type = Explod
triggerall = palno = 12
trigger1 = enemy,numprojid(21511198241)||enemy,numprojid(21511198242)
anim = IfElse((enemy,numprojid(21511198242)),7001,7011)
sprpriority = 120
postype = p2
pos = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State -2]
type = PlaySnd
trigger1 =palno=12&&(enemy,numprojid(21511198241)||enemy,numprojid(21511198242))
value = 4000,3

[State -2]
type = null;PlaySnd
trigger1 =palno=12&&enemy,numprojid(21511198242)
value = 120,0

[State -2]
type = SuperPause
triggerall = palno!=12||palno=12&&!numhelper(200000)
triggerall = stateno != 2005
triggerall = roundstate = 2
triggerall = var(54) >= 1
trigger1 = (GameTime%2) = 1
time = 1
movetime = 1
darken = 0
anim = -1

[State -2]
type = Trans
trigger1 = var(55) >= 50
trans = addalpha
alpha = 50-((palno=12)*40),230+((palno=12)*200)

[State -2]
type = Trans
trigger1 = palno=12&&enemy,life>=enemy,lifemax*0.9&&var(55)<=49&&alive
trans = addalpha
alpha = 200,230

[State -2]
type = AssertSpecial
triggerall = var(55) = [0,49]
trigger1 = (GameTime%2) = 1
flag = invisible

[State -2]
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state -2]
type = stopsnd
trigger1 = movetype = H
channel = 3

[state -2]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2]
type = stopSnd
trigger1 = MoveType = H
channel = 2

[State -2]
type = varadd
trigger1 = 1
v = 15
value = -1

[State -2]
type = EnvColor
trigger1 = projhit20000 = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[state -2]
type = varset
trigger1 = movetype = H
v = 13
value = 0

[State -2]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2

[state -2]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1

[state -2]
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2]
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1

[state -2]
type = stopsnd
trigger1 = MoveType = H
channel = 1

[state -2]
type = afterimagetime
trigger1 = MoveType = H
time = 0

[State -2]
type = varset
trigger1 = RoundState != 2
v = 26
value = 0

[state -2]
type = stopsnd
trigger1 = RoundState = 2
channel = 2

[state -2]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 12
value = 1

[state -2]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 12
value = 0

[State -2]
type = helper
trigger1 = loseko
trigger1 = RoundState = 3
trigger1 = numhelper(195001)=0
id = 195001
persistent = 1
name = "losevo"
pos = 0,0
postype = P1
stateno = 195001
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

;***************************************************************************
;===========================================================================
;---------------------------------------------------------------------------
[Statedef -3]; 常時監視ステ?ト
;---------------------------------------------------------------------------
;===========================================================================
;***************************************************************************

[State -3]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0

[State -3]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -3]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -3]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105, 0

[State -3]
type = stopSnd
trigger1 = stateno != 100
channel = 1

[State -3]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

[State -3]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

[state -3]
type = afterimagetime
trigger1 = movetype = H
time = 0

[State -3]
type = Width
trigger1 = 1
edge = 5,0

[State -3]
type = NotHitBy 
triggerall = var(1) = 1 && palno !=12
trigger1 = var(55) >= 0
value = SCA,AA,AP
ignorehitpause = 1

[State -3]
type = HitBy 
triggerall = var(1) = 1 && palno !=12
trigger1 = var(55) >= 0
value = SCA,AT
ignorehitpause = 1

[State -3] 
type = varset 
trigger1 = 1 
var(58) = gametime 

[State -3]
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3]
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

[State -3]
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3]
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5

[State -3]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5

[State -3]
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

;---------------------------------------------------------------------------
; Getting hit
;---------------------------------------------------------------------------

[Statedef 19000]
type    = S
movetype= I
physics = N
velset = 0,0

[state 9000]
type = destroyself
trigger1 = ishelper

[State 9000]
type = poweradd
trigger1 = time = 0
value = 150

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19001]
type    = S
movetype= I
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type    = C
movetype= I
physics = N
velset = 0,0

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type    = C
movetype= I
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type    = A
movetype= I
physics = N
velset = 0,0

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type    = A
movetype= I
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type    = A
movetype= I
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type    = A
movetype= I
physics = N

[State 9050, 2]
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 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

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

[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0

[state 9000]
type = destroyself
trigger1 = ishelper

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9001]
type    = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 9010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9011]
type    = C
movetype= H
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 9035

[Statedef 9035]
type    = A
movetype= H
physics = N



[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

[Statedef 9050]
type    = A
movetype= H
physics = N

[State 9050, 2]
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 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

