;---------------------------------------------------------------------------
; ここからは超必殺技のステート
;---------------------------------------------------------------------------
; バニッシュ
; CNS レベル: 中級

[Statedef 2000]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2000
ctrl     = 0
sprpriority = 2

[State 1100, ]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 7
value = s7,6

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 9
value = s8,7

[State 1100, ]
type = Varadd
trigger1 = AnimTime = 0
var(30) = 600

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) = 0
trigger1 = AnimElem = 1
persistent = 0
anim = 2005
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) > 0
trigger1 = AnimElem = 1
persistent = 0
anim = 2005
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1
trans = addalpha
alpha = 70,256

[State 2000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ユニバース・ディストーション

[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3000
ctrl     = 0
sprpriority = 3

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

[State 2001, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10100
pos = 0,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10110
pos = 0,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7,7
volume = 220

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElemtime(8) = 44
trigger3 = AnimElemtime(8) = 94
value = s8,10
volume = -180

[State 2000,]
type = PlaySnd
trigger1 = AnimElemtime(8) = 136
value = s8,11

[State 2000,]
type = PlaySnd
trigger1 = projhittime(53000) = 1
value = s10,17
volume = -130

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) = 0
trigger1 = AnimElem = 2
persistent = 0
anim = 3005
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ID = 3000

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) > 0
trigger1 = AnimElem = 2
persistent = 0
anim = 3005
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ID = 3000
trans = addalpha
alpha = 70,256

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 93010
postype = front
pos = ifelse(facing=-1,0,-320),0
sprpriority = 0
bindtime = -1
removetime = -1
removeongethit = 1
;scale = 1.15,1.15
ID = 3001

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) = 0
trigger1 = AnimElem = 9
persistent = 0
anim = 3006
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) > 0
trigger1 = AnimElem = 9
persistent = 0
anim = 3006
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElemtime(8) = 180
persistent = 0
anim = 93011
postype = front
pos = ifelse(facing=-1,0,-320),0
sprpriority = 0
bindtime = -1
removeongethit = 1
;scale = 1.15,1.15

[State 1001,]
type = RemoveExplod
trigger1 = AnimElem = 9
ID = 3000

[State 1001,]
type = RemoveExplod
trigger1 = AnimElemtime(8) = 180
ID = 3001

[State 1950]
type = Projectile
trigger1 = AnimElemtime(8) = 0
trigger2 = AnimElemtime(8) = 10
trigger3 = AnimElemtime(8) = 20
trigger4 = AnimElemtime(8) = 30
trigger5 = AnimElemtime(8) = 40
trigger6 = AnimElemtime(8) = 50
trigger7 = AnimElemtime(8) = 60
trigger8 = AnimElemtime(8) = 70
trigger9 = AnimElemtime(8) = 80
trigger10 = AnimElemtime(8) = 90
trigger11 = AnimElemtime(8) = 100
trigger12 = AnimElemtime(8) = 110
trigger13 = AnimElemtime(8) = 120
trigger14 = AnimElemtime(8) = 130
trigger15 = AnimElemtime(8) = 140
trigger16 = AnimElemtime(8) = 150
trigger17 = AnimElemtime(8) = 160
trigger18 = AnimElemtime(8) = 170
trigger19 = AnimElemtime(8) = 180
attr = S,HA
projanim = 53000
projremove = 1
projremovetime = 10
projid = 53000
getpower = 0
damage = 18,9
animtype = Hard
hitflag = MAFD
guardflag = M
priority = 5
pausetime = 0,5
sparkno = -1
hitsound = -1;s1,4
guardsound = s2,1
guard.sparkno = s4120
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = -1,-2
guard.velocity = -10
air.velocity = -1,-2
p2facing = 1
p2stateno = 3020
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 3030
projanim = 3030
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 190
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 0,0
hitflag = MAF
guardflag = M

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s0,9
p2stateno = 3020
pausetime = 0,10
ignorehitpause = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;相手動作
[Statedef 3020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 2120]
type = null;ScreenBound
trigger1 = 1
movecamera = 1,0
value = 1

[State 871, 速度加算]
type = Velset
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = time = 0
x = 0
y = 0

[State 871, 速度加算]
type = Velset
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = time = 3
x = -1
y = -2

[State 871, 速度加算]
type = VelAdd
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
y = .2

[State 1830]
type = ChangeAnim2
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
Trigger1 = Time = 0
value = 3020

[State 1830]
type = SelfState
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = Animtime = 0
value = 5050

[State 1830]
type = DestroySelf
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper
trigger1 = 1

;---------------------------------------------------------------------------
; ブロッサム

[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2100
sprpriority = 2

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

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-100
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7010
pos = 0,-100
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10100
pos = 0,-100
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10110
pos = 0,-100
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 800, ヒット定義（投げ用）]
type = Projectile
trigger1 = AnimElem = 3
trigger1 = p2stateno != [120,159]
projanim = 52100
projremove = 1
projremovetime = 5
projid = 52100
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 2110
p2stateno = 2120
guard.dist = 0
fall = 1
numhits = 0

[State 2001, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 34

[State 800, ステート変更]
type = null;ChangeState
Triggerall = MoveHit
Trigger1 = AnimElem = 3
value = 2110

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

;-----------------------------------------------------------------------------
;投げ１・投げている（自分）

[Statedef 2110]
type    = S
movetype= A
physics = N
anim = 2110

[State 2000]
type = AssertSpecial
trigger1 = time <= 172
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 1
edge = 60,0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElem = 3
edge = 100,0

[State 1100, エフェクト表示]
type = BGPalFx
trigger1 = time <= 172
add = -256,-256,-256
time = 1

[State 1100, エフェクト表示]
type = BGPalFx
trigger1 = time <= 172
add = -256,-256,-256
sinadd = 256,256,256,80
time = 20

[State 1100, エフェクト表示]
type = BGPalFx
trigger1 = time > 165
trigger1 = time <= 198
add = 256,256,256
time = 1

[State 1100, エフェクト表示]
type = BGPalFx
trigger1 = time <= 198
add = 256,256,256
sinadd = -256,-256,-256,240
time = 60

[State 1100, エフェクト表示]
type = null;AllPalFx
Trigger1 = AnimElemtime(5) = 20
Trigger2 = AnimElemtime(5) = 30
Trigger3 = AnimElemtime(5) = 40
Trigger4 = AnimElemtime(5) = 50
Trigger5 = AnimElemtime(5) = 58
Trigger6 = AnimElemtime(5) = 66
Trigger7 = AnimElemtime(5) = 73
Trigger8 = AnimElemtime(5) = 80
Trigger9 = AnimElemtime(5) = 86
Trigger10 = AnimElemtime(5) = 92
Trigger11 = AnimElemtime(5) = 97
Trigger12 = AnimElemtime(5) = 102
Trigger13 = AnimElemtime(5) = 107
Trigger14 = AnimElemtime(5) = 112
Trigger15 = AnimElemtime(5) = 117
Trigger16 = AnimElemtime(5) = 122
Trigger17 = AnimElemtime(5) = 127
Trigger18 = AnimElemtime(5) = 132
Trigger19 = AnimElemtime(5) = 137
Trigger20 = AnimElemtime(5) = 142
Trigger21 = AnimElemtime(5) = 147
Trigger22 = AnimElemtime(5) = 152
Trigger23 = AnimElemtime(5) = 157
Trigger24 = AnimElemtime(5) = 162
Trigger25 = AnimElemtime(5) = 167
invertall = 1
time = 1

[State 1100, エフェクト表示]
type = Explod
trigger1 = Time = 0
persistent = 0
anim = 4040
postype = P1
pos = 20,-80
sprpriority = 5

[State 1100, エフェクト表示]
type = Explod
Trigger1 = AnimElemtime(5) = 20
Trigger2 = AnimElemtime(5) = 30
Trigger3 = AnimElemtime(5) = 40
Trigger4 = AnimElemtime(5) = 50
Trigger5 = AnimElemtime(5) = 58
Trigger6 = AnimElemtime(5) = 66
Trigger7 = AnimElemtime(5) = 73
Trigger8 = AnimElemtime(5) = 80
Trigger9 = AnimElemtime(5) = 86
Trigger10 = AnimElemtime(5) = 92
Trigger11 = AnimElemtime(5) = 97
Trigger12 = AnimElemtime(5) = 102
Trigger13 = AnimElemtime(5) = 107
Trigger14 = AnimElemtime(5) = 112
Trigger15 = AnimElemtime(5) = 117
Trigger16 = AnimElemtime(5) = 122
Trigger17 = AnimElemtime(5) = 127
Trigger18 = AnimElemtime(5) = 132
Trigger19 = AnimElemtime(5) = 137
Trigger20 = AnimElemtime(5) = 142
Trigger21 = AnimElemtime(5) = 147
Trigger22 = AnimElemtime(5) = 152
Trigger23 = AnimElemtime(5) = 157
Trigger24 = AnimElemtime(5) = 162
Trigger25 = AnimElemtime(5) = 167
anim = 10150
postype = P1
pos = 90,30
random = 120
sprpriority = 10

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,5

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 3
value = s7,8

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElemtime(5) = 150
value = s10,13

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElemtime(5) = 20
Trigger2 = AnimElemtime(5) = 30
Trigger3 = AnimElemtime(5) = 40
Trigger4 = AnimElemtime(5) = 50
Trigger5 = AnimElemtime(5) = 58
Trigger6 = AnimElemtime(5) = 66
Trigger7 = AnimElemtime(5) = 73
Trigger8 = AnimElemtime(5) = 80
Trigger9 = AnimElemtime(5) = 86
Trigger10 = AnimElemtime(5) = 92
Trigger11 = AnimElemtime(5) = 97
Trigger12 = AnimElemtime(5) = 102
Trigger13 = AnimElemtime(5) = 107
Trigger14 = AnimElemtime(5) = 112
Trigger15 = AnimElemtime(5) = 117
Trigger16 = AnimElemtime(5) = 122
Trigger17 = AnimElemtime(5) = 127
Trigger18 = AnimElemtime(5) = 132
Trigger19 = AnimElemtime(5) = 137
Trigger20 = AnimElemtime(5) = 142
Trigger21 = AnimElemtime(5) = 147
Trigger22 = AnimElemtime(5) = 152
Trigger23 = AnimElemtime(5) = 157
Trigger24 = AnimElemtime(5) = 162
Trigger25 = AnimElemtime(5) = 167
value = s10,17

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElemtime(5) = 20
Trigger2 = AnimElemtime(5) = 30
Trigger3 = AnimElemtime(5) = 40
Trigger4 = AnimElemtime(5) = 50
Trigger5 = AnimElemtime(5) = 58
Trigger6 = AnimElemtime(5) = 66
Trigger7 = AnimElemtime(5) = 73
Trigger8 = AnimElemtime(5) = 80
Trigger9 = AnimElemtime(5) = 86
Trigger10 = AnimElemtime(5) = 92
Trigger11 = AnimElemtime(5) = 97
Trigger12 = AnimElemtime(5) = 102
Trigger13 = AnimElemtime(5) = 107
Trigger14 = AnimElemtime(5) = 112
Trigger15 = AnimElemtime(5) = 117
Trigger16 = AnimElemtime(5) = 122
Trigger17 = AnimElemtime(5) = 127
Trigger18 = AnimElemtime(5) = 132
Trigger19 = AnimElemtime(5) = 137
Trigger20 = AnimElemtime(5) = 142
Trigger21 = AnimElemtime(5) = 147
Trigger22 = AnimElemtime(5) = 152
Trigger23 = AnimElemtime(5) = 157
Trigger24 = AnimElemtime(5) = 162
Trigger25 = AnimElemtime(5) = 167
value = s10,23

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElemtime(5) = 20
Trigger2 = AnimElemtime(5) = 30
Trigger3 = AnimElemtime(5) = 40
Trigger4 = AnimElemtime(5) = 50
Trigger5 = AnimElemtime(5) = 58
Trigger6 = AnimElemtime(5) = 66
Trigger7 = AnimElemtime(5) = 73
Trigger8 = AnimElemtime(5) = 80
Trigger9 = AnimElemtime(5) = 86
Trigger10 = AnimElemtime(5) = 92
Trigger11 = AnimElemtime(5) = 97
Trigger12 = AnimElemtime(5) = 102
Trigger13 = AnimElemtime(5) = 107
Trigger14 = AnimElemtime(5) = 112
Trigger15 = AnimElemtime(5) = 117
Trigger16 = AnimElemtime(5) = 122
Trigger17 = AnimElemtime(5) = 127
Trigger18 = AnimElemtime(5) = 132
Trigger19 = AnimElemtime(5) = 137
Trigger20 = AnimElemtime(5) = 142
Trigger21 = AnimElemtime(5) = 147
Trigger22 = AnimElemtime(5) = 152
Trigger23 = AnimElemtime(5) = 157
Trigger24 = AnimElemtime(5) = 162
Trigger25 = AnimElemtime(5) = 167
value = s1,1

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElemtime(5) = 165
value = s7,1
volume = 200

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 6
value = s10,6
volume = 255
freqmul = 0.8

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) <= 0
pos = 25, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) <= 0
pos = 35, 0

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(4) <= 0
pos = 75, -130

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) <= 0
pos = 85, -150

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(6) <= 1
pos = 85, -155

[State 810, 3]
type = TargetBind
Trigger1 = AnimElemtime(6) = 1
pos = 85, -100

[State 810, エフェクト表示]
type = Explod
triggerall = Var(30) = 0
trigger1 = AnimElem = 5
persistent = 0
anim = 2111
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1

[State 810, エフェクト表示]
type = Explod
triggerall = Var(30) > 0
trigger1 = AnimElem = 5
persistent = 0
anim = 2111
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
trans = addalpha
alpha = 70,256

[State 810, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 10170;812
postype = P1
pos = 90,0
sprpriority = 10
removetime = 30

[State 810,]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
ampl = 8
freq = 100

[State 2000]
type = EnvShake
Trigger1 = AnimElemtime(5) = 20
Trigger2 = AnimElemtime(5) = 30
Trigger3 = AnimElemtime(5) = 40
Trigger4 = AnimElemtime(5) = 50
Trigger5 = AnimElemtime(5) = 58
Trigger6 = AnimElemtime(5) = 66
Trigger7 = AnimElemtime(5) = 73
Trigger8 = AnimElemtime(5) = 80
Trigger9 = AnimElemtime(5) = 86
Trigger10 = AnimElemtime(5) = 92
Trigger11 = AnimElemtime(5) = 97
Trigger12 = AnimElemtime(5) = 102
Trigger13 = AnimElemtime(5) = 107
Trigger14 = AnimElemtime(5) = 112
Trigger15 = AnimElemtime(5) = 117
Trigger16 = AnimElemtime(5) = 122
Trigger17 = AnimElemtime(5) = 127
Trigger18 = AnimElemtime(5) = 132
Trigger19 = AnimElemtime(5) = 137
Trigger20 = AnimElemtime(5) = 142
Trigger21 = AnimElemtime(5) = 147
Trigger22 = AnimElemtime(5) = 152
Trigger23 = AnimElemtime(5) = 157
Trigger24 = AnimElemtime(5) = 162
Trigger25 = AnimElemtime(5) = 167
time = 2
ampl = 2
freq = 180

[State 810, 1]
type = TargetLifeAdd
Trigger1 = AnimElemtime(5) = 20
Trigger2 = AnimElemtime(5) = 30
Trigger3 = AnimElemtime(5) = 40
Trigger4 = AnimElemtime(5) = 50
Trigger5 = AnimElemtime(5) = 58
Trigger6 = AnimElemtime(5) = 66
Trigger7 = AnimElemtime(5) = 73
Trigger8 = AnimElemtime(5) = 80
Trigger9 = AnimElemtime(5) = 86
Trigger10 = AnimElemtime(5) = 92
Trigger11 = AnimElemtime(5) = 97
Trigger12 = AnimElemtime(5) = 102
Trigger13 = AnimElemtime(5) = 107
Trigger14 = AnimElemtime(5) = 112
Trigger15 = AnimElemtime(5) = 117
Trigger16 = AnimElemtime(5) = 122
Trigger17 = AnimElemtime(5) = 127
Trigger18 = AnimElemtime(5) = 132
Trigger19 = AnimElemtime(5) = 137
Trigger20 = AnimElemtime(5) = 142
Trigger21 = AnimElemtime(5) = 147
Trigger22 = AnimElemtime(5) = 152
Trigger23 = AnimElemtime(5) = 157
Trigger24 = AnimElemtime(5) = 162
Trigger25 = AnimElemtime(5) = 167
value = -6
kill = 0
absolute = 1

[State 810, ヒット数]
type = Hitadd
Trigger1 = AnimElemtime(5) = 20
Trigger2 = AnimElemtime(5) = 30
Trigger3 = AnimElemtime(5) = 40
Trigger4 = AnimElemtime(5) = 50
Trigger5 = AnimElemtime(5) = 58
Trigger6 = AnimElemtime(5) = 66
Trigger7 = AnimElemtime(5) = 73
Trigger8 = AnimElemtime(5) = 80
Trigger9 = AnimElemtime(5) = 86
Trigger10 = AnimElemtime(5) = 92
Trigger11 = AnimElemtime(5) = 97
Trigger12 = AnimElemtime(5) = 102
Trigger13 = AnimElemtime(5) = 107
Trigger14 = AnimElemtime(5) = 112
Trigger15 = AnimElemtime(5) = 117
Trigger16 = AnimElemtime(5) = 122
Trigger17 = AnimElemtime(5) = 127
Trigger18 = AnimElemtime(5) = 132
Trigger19 = AnimElemtime(5) = 137
Trigger20 = AnimElemtime(5) = 142
Trigger21 = AnimElemtime(5) = 147
Trigger22 = AnimElemtime(5) = 152
Trigger23 = AnimElemtime(5) = 157
Trigger24 = AnimElemtime(5) = 162
Trigger25 = AnimElemtime(5) = 167
value = 1

[State 810, ヒット定義]
type = Projectile
trigger1 = AnimElem = 6
projanim = 52110
projremove = 1
projremovetime = 6
projid = 52110
attr = S, HT
damage = 120,0
animtype = Diagup
hitflag = MAF
priority = 3, Hit
pausetime = 0,1
sparkno = -1
getpower = 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4.5,-4.8
air.velocity = -4.5,-4.8
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,15
palfx.color = 0
palfx.invertall = 1

[State 2100,]
type = Envcolor
trigger1 = AnimElem = 6
time = 2
value = 255,255,255
under = 0

[State 810, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ１・投げられている（相手の動作）動作
[Statedef 2120]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2120

[State 820, 1]
type = SelfState
trigger1 = AnimTime = 0
value = 5100



;この下、一行以上空ける事。<<おｋ把握

[Statedef 13000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30010
ctrl     = 0
sprpriority = 3

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = nobardisplay

[State 2000]
type = EnvColor
trigger1 = time > 40
trigger1 = GameTime%6 = 1
value = 256,256,256
time = 1

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7100
pos = -36,-48
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7110
pos = -36,-48
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10100
pos = -36,-48
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10110
pos = -36,-48
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = AnimElem = 6
anim = 10050
pos = 51,-88
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
removetime = 180
persistent = 0
id = 10050

[State 2000]
type = Explod
trigger1 = AnimElem = 6
anim = 10060
pos = 51,-88
sprpriority = 10
ownpal = 1
bindtime = 1
supermove = 1
removetime = 180
persistent = 0
id = 10060

[State 2000]
type = Explod
trigger1 = anim = 30011
trigger1 = AnimElem = 1
anim = 10051
pos = 51,-88
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
id = 10051

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,2
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7,1
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 6
value = s8,11
ignorehitpause = 1

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,1
ignorehitpause = 1

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,3
ignorehitpause = 1

[State 2000]
type = PlayerPush
trigger1 = 1
value = 0

[State 2000]
type = ChangeAnim
trigger1 = time > 220
value = 30011

[State 2000]
type = Helper
trigger1 = time = 40
stateno = 313000
pos = 51,-88

[State 3000]
type = Projectile
trigger1 = Time = [41,220]
projanim = 40000
projremove = 1
projhitanim = -1
projremanim = -1
projshadow = 0,0,0
projremovetime = 1
damage = 50
offset = 51,-88
getpower = 0
ownpal = 0
offset = 51,-88
attr = S, HP
animtype = Hard
damage = 0 ,0
hitflag = MAFPD
guardflag = M
hitsound = -1;s1,1
guardsound = -1;s1,1
sparkno = -1
guard.sparkno = -1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 213000
fall = 1

[State 2000]
type = SelfState
trigger1 = time > 227
value = 0
ctrl = 1

[Statedef 213000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name = "G Magaki"&&palno = 12
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name = "G Magaki"&&root,palno = 12
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = LifeAdd
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = -3
ignorehitpause = 1

[State 20000]
type = PowerAdd
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = -6
ignorehitpause = 1

[State 20000]
type = SelfState
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = enemy,name = "G Magaki"
trigger1 = enemy,stateno != 13000
trigger2 = enemy,name != "G Magaki"
value = 5050
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
projanim = anim
projid = 18446744073709551616
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,ST
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = (5000*lose)+50
persistent = 1
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = enemy,name = "G Magaki"
trigger1 = enemy,stateno != 13000
trigger2 = enemy,name != "G Magaki"
trigger3 = lose
ignorehitpause = 1

[Statedef 313000]
anim = 40000

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 55,-81
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s0,9
p2stateno = 213000
pausetime = 0,10
ignorehitpause = 1

[State 10000]
type = targetdrop
trigger1 = target,ishelper
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = time > 190
ignorehitpause = 1

[State 2000]
type = DestroySelf
trigger1 = time > 180
trigger2 = root,stateno != 13000
ignorehitpause = 1

[Statedef 13100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30030
ctrl     = 0
sprpriority = 3

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -4000
movetime = 30
time = 30
darken = 0
sound = s10,6

[State 20000]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = nomusic
flag3 = globalnoshadow
ignorehitpause = 1

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 2000]
type = BGPalFx
trigger1 = time = 20
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = BGPalFx
trigger1 = time = 30
sinadd = 256,256,256,240
time = 60

[State 2000]
type = BGPalFx
trigger1 = time >= 90
trigger1 = time <= 440
add = 256,256,256
time = 1

[State 2000]
type = BGPalFx
trigger1 = time = 440
add = 256,256,256
sinadd = -256,-256,-256,200
time = 50

[State 2000]
type = EnvShake
triggerall = GameTime%4 = 3
trigger1 = time > 90
trigger1 = time <= 140
trigger2 = time > 440
trigger2 = time <= 490
time = 4
ampl = 4
freq = 180

[State 2000]
type = EnvShake
trigger1 = GameTime%4 = 1
trigger1 = time > 140
trigger1 = time <= 440
time = 4
ampl = 8
freq = 180

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7,15
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s8,7
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s8,12
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,13
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,18
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,19
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,29
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = time = 20
value = s10,27

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,17
volume = -100

[State 2000]
type = PlaySnd
trigger1 = time = 90
value = s10,4

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10,5
channel = 1

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10,14
channel = 2

[State 2000]
type = PlaySnd
trigger1 = win
value = s10,6
persistent = 0
volume = 255
channel = 1

[State 2000]
type = PlaySnd
trigger1 = win
value = s10,6
persistent = 0
volume = 255
channel = 2

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7000
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7010
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10004
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10101
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10111
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Helper
trigger1 = time = 90
stateno = 313100
pos = 0,-73

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313101

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313102

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
ignorehitpause = 1

[State 2000]
type = TargetLifeAdd
trigger1 = time > 140
value = -9999999999
absolute = 1

[State 2000]
type = TargetState
trigger1 = time > 140
trigger1 = GameTime%3 = 0
value = 5150

[State 3000]
type = Projectile
trigger1 = Time = [140,440]
trigger1 = GameTime%3 = 0
projanim = 40050
projremove = 1
projhitanim = -1
projremanim = -1
projshadow = 0,0,0
projremovetime = 1
offset = 0,-73
damage = 50
getpower = 0
ownpal = 0
offset = 51,-88
attr = S, HP
animtype = Hard
hitflag = MAFPD
pausetime = 0,2
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
pausetime = 0,9999
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 5150;213101

[State 2000]
type = SelfState
trigger1 = time > 490
value = 0
ctrl = 1

[Statedef 213101]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeAnim2
trigger1 = 1
value = 40020
ignorehitpause = 1

[State 20000]
type = HitDef
trigger1 = time > 0;これ以上小さくするな。バグる。
attr = A,AA
hitflag = MAFPD
guardflag = MA
sparkno = -1
ignorehitpause = 1

[Statedef 213100]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name = "G Magaki"&&palno = 12
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name = "G Magaki"&&root,palno = 12
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = root,numprojid(18446744073709551616) <= 0
projanim = anim
projid = 18446744073709551616
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,ST
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = prevstateno
persistent = 0
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = root,numprojid(18446744073709551616) <= 0
projanim = anim
projid = 18446744073709551616
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
attr = C,ST
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = 50
persistent = 0
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = root,numprojid(18446744073709551616) <= 0
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[Statedef 313100]
anim = 40030

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,360

[State 2000]
type = Explod
trigger1 = time > 50
trigger1 = time <= 350
anim = 60074
pos = Ceil(400*cos(pi*var(0)/180)),Ceil(400*sin(pi*var(0)/180))
vel = -20*cos(pi*var(0)/180),-20*sin(pi*var(0)/180)
removetime = 20
ownpal = 1
scale = 2,2

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10090
id = 10090
removetime = 400
scale = 1,1
ontop = 1
ownpal = 1

[State 2000]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 10090

[State 2000]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 10090

[State 2000]
type = DestroySelf
trigger1 = time > 400

[Statedef 313101]
anim = 40040

[state 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 2000]
type = PlayerPush
trigger1 = 1
value = 1

[state 2000]
type = posset
trigger1 = P2Dist X < 0
x = enemy,pos x

[state 2000]
type = posset
trigger1 = P2Dist X > 100
x = enemy,pos x

[state 2000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[state 2000]
type = velset
trigger1 = 1
x = 8

[state 2000]
type = turn
trigger1 = parentdist X < 0

[state 2000]
type = destroyself
trigger1 = time > 300

[Statedef 313102]
anim = 40020

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s0,9
pausetime = 0,2
p2stateno = 213100
ignorehitpause = 1

[State 10000]
type = targetlifeadd
trigger1 = 1
value = -99999999999999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = ParentVarSet
trigger1 = numtarget > 0
var(42) = 1

[State 10000]
type = targetdrop
trigger1 = target,ishelper

[State 10000]
type = targetstate
trigger1 = win
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 5150
persistent = 0
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = time > 300
ignorehitpause = 1

[Statedef 13200]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 30040
ctrl     = 0
sprpriority = 3

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

[State 2000]
type = AssertSpecial
trigger1 = time <= 30
flag = noBG
flag2 = noFG
flag3 = nobardisplay
supermovetime = 3600
pausemovetime = 3600

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7100
pos = -36,-48
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7110
pos = -36,-48
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10100
pos = -36,-48
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10110
pos = -36,-48
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,2
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7,1
persistent = 0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13201

[Statedef 13201]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s8,2
volume = -100

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) = 0
trigger1 = time = 0
persistent = 0
anim = 1005
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1
removeongethit = 1

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) > 0
trigger1 = time = 0
persistent = 0
anim = 1005
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 15
persistent = 0
anim = 10021
postype = P1
pos = 75,-40
sprpriority = 10
bindtime = -1
removetime = 15
scale = 0.1,0.2

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 20
persistent = 0
anim = 10021
postype = P1
pos = 75,-70
sprpriority = 10
bindtime = -1
removetime = 15
scale = 0.1,0.2

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 25
persistent = 0
anim = 10021
postype = P1
pos = 75,-100
sprpriority = 10
bindtime = -1
removetime = 15
scale = 0.1,0.2

[State 3000]
type = Helper
trigger1 = time = 15
stateno = 1001
pos = 90,-40

[State 3000]
type = Helper
trigger1 = time = 20
stateno = 1002
pos = 90,-70

[State 3000]
type = Helper
trigger1 = time = 25
stateno = 1003
pos = 90,-100

[State 3000]
type = Helper
trigger1 = time = 15
stateno = 1321
pos = 90,-200

[State 3000]
type = Helper
trigger1 = time = 15
stateno = 1322
pos = 90,0

[State 3000]
type = Helper
trigger1 = time = 20
stateno = 1323
pos = 140,-200

[State 3000]
type = Helper
trigger1 = time = 20
stateno = 1324
pos = 140,0

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13202

[Statedef 13202]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s8,2
volume = -100

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) = 0
trigger1 = time = 0
persistent = 0
anim = 1005
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1
removeongethit = 1

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) > 0
trigger1 = time = 0
persistent = 0
anim = 1005
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 15
persistent = 0
anim = 10021
postype = P1
pos = 75,-40
sprpriority = 10
bindtime = -1
removetime = 15
scale = 0.1,0.2

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 20
persistent = 0
anim = 10021
postype = P1
pos = 75,-70
sprpriority = 10
bindtime = -1
removetime = 15
scale = 0.1,0.2

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 25
persistent = 0
anim = 10021
postype = P1
pos = 75,-100
sprpriority = 10
bindtime = -1
removetime = 15
scale = 0.1,0.2

[State 3000]
type = Helper
trigger1 = time = 15
stateno = 1051
pos = 90,-40

[State 3000]
type = Helper
trigger1 = time = 20
stateno = 1052
pos = 90,-70

[State 3000]
type = Helper
trigger1 = time = 25
stateno = 1053
pos = 90,-100

[State 3000]
type = Helper
trigger1 = time = 15
stateno = 1311
pos = 90,-200

[State 3000]
type = Helper
trigger1 = time = 19
stateno = 1312
pos = 150,-200

[State 3000]
type = Helper
trigger1 = time = 23
stateno = 1313
pos = 210,-200

[State 3000]
type = Helper
trigger1 = time = 17
stateno = 1314
pos = 240,200

[State 3000]
type = Helper
trigger1 = time = 21
stateno = 1315
pos = 180,200

[State 3000]
type = Helper
trigger1 = time = 25
stateno = 1316
pos = 120,200

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 13203

[Statedef 13203]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 3

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7,2

[State 1000, 音を鳴らす]
type = PlaySnd
trigger1 = time = 15
trigger2 = time = 17
trigger3 = time = 19
trigger4 = time = 21
trigger5 = time = 23
trigger6 = time = 25
value = s8,2
volume = -100

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) = 0
trigger1 = time = 0
persistent = 0
anim = 1005
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1
removeongethit = 1

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) > 0
trigger1 = time = 0
persistent = 0
anim = 1005
postype = P1
pos = 0,0
sprpriority = 10
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 15
persistent = 0
anim = 10021
postype = P1
pos = 90,-100
sprpriority = 10
bindtime = -1
removetime = 15
scale = 0.2,0.1

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 20
persistent = 0
anim = 10021
postype = P1
pos = 140,-100
sprpriority = 10
bindtime = -1
removetime = 15
scale = 0.2,0.1

[State 1100, エフェクト表示]
type = Explod
trigger1 = time = 25
persistent = 0
anim = 10021
postype = P1
pos = 190,-100
sprpriority = 10
bindtime = -1
removetime = 15
scale = 0.2,0.1

[State 3000]
type = Helper
trigger1 = time = 15
stateno = 1071
pos = 90,-100

[State 3000]
type = Helper
trigger1 = time = 20
stateno = 1072
pos = 140,-100

[State 3000]
type = Helper
trigger1 = time = 25
stateno = 1073
pos = 190,-100

[State 3000]
type = Helper
trigger1 = time = 15
stateno = 1074
pos = 90,-100

[State 3000]
type = Helper
trigger1 = time = 20
stateno = 1075
pos = 140,-100

[State 3000]
type = Helper
trigger1 = time = 25
stateno = 1076
pos = 190,-100

[State 3000]
type = Helper
trigger1 = time = 15
stateno = 1301
pos = 90,-50

[State 3000]
type = Helper
trigger1 = time = 20
stateno = 1302
pos = 90,-50

[State 3000]
type = Helper
trigger1 = time = 25
stateno = 1303
pos = 90,-50

[State 1000, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 13300]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3000
ctrl     = 0
sprpriority = 3

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

[State 2001, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 2000]
type = AssertSpecial
trigger1 = time <= 30
flag = NoBG
supermovetime = 3600
pausemovetime = 3600

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = nobardisplay

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10100
pos = 0,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10110
pos = 0,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7,7
volume = 220

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElemtime(8) = 44
trigger3 = AnimElemtime(8) = 94
value = s8,10
volume = -180

[State 2000,]
type = PlaySnd
trigger1 = AnimElemtime(8) = 136
value = s8,11

[State 2000,]
type = PlaySnd
trigger1 = projhittime(53000) = 1
value = s10,17
volume = -130

[State 2000]
type = BGPalFx
trigger1 = time <= 260
add = 256,256,256
time = 1

[State 2000]
type = BGPalFx
trigger1 = time > 250
add = 256,256,256
sinadd = -256,-256,-256,120
time = 30

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) = 0
trigger1 = AnimElem = 2
persistent = 0
anim = 3005
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ID = 3000

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) > 0
trigger1 = AnimElem = 2
persistent = 0
anim = 3005
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removetime = -1
removeongethit = 1
supermove = 1
ID = 3000
trans = addalpha
alpha = 70,256

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 3010
postype = front
pos = ifelse(facing=-1,0,-320),0
sprpriority = 0
bindtime = -1
removetime = -1
removeongethit = 1
;scale = 1.15,1.15
ID = 3001

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) = 0
trigger1 = AnimElem = 9
persistent = 0
anim = 3006
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 1100, エフェクト表示]
type = Explod
triggerall = Var(30) > 0
trigger1 = AnimElem = 9
persistent = 0
anim = 3006
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1100, エフェクト表示]
type = Explod
trigger1 = AnimElemtime(8) = 180
persistent = 0
anim = 3011
postype = front
pos = ifelse(facing=-1,0,-320),0
sprpriority = 0
bindtime = -1
removeongethit = 1
;scale = 1.15,1.15

[State 1001,]
type = RemoveExplod
trigger1 = AnimElem = 9
ID = 3000

[State 1001,]
type = RemoveExplod
trigger1 = AnimElemtime(8) = 180
ID = 3001

[State 1950]
type = Projectile
trigger1 = AnimElemtime(8) = [0,180]
attr = S,HA
projanim = 53000
projremove = 1
projremovetime = 1
projid = 53000
getpower = 0
damage = 40,20
animtype = Hard
hitflag = MAFD
guardflag = M
priority = 5
pausetime = 0,5
sparkno = -1
hitsound = -1;s1,4
guardsound = s2,1
guard.sparkno = s4120
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = -1,-2
guard.velocity = -10
air.velocity = -1,-2
p2facing = 1
p2stateno = 213300
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 3030
projanim = 3030
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 190
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = Hard
damage = 0,0
hitflag = MAF
guardflag = M

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s0,9
p2stateno = 213300
pausetime = 0,10
ignorehitpause = 1

[State 10000]
type = targetdrop
trigger1 = target,ishelper
ignorehitpause = 1

[State 10000]
type = targetstate
trigger1 = 1
value = 213300
persistent = 0
ignorehitpause = 1

[State 1000, ステート変更]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 213300]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name = "G Magaki"&&palno = 12
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name = "G Magaki"&&root,palno = 12
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 1830]
type = ChangeAnim2
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
Trigger1 = Time = 0
value = 3020

[State 20000]
type = Velset
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = time = 0
x = 0
y = 0

[State 20000]
type = Velset
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = time = 3
x = -1
y = -2

[State 20000]
type = VelAdd
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
y = 0.2

[State 20000]
type = PowerAdd
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = -6
ignorehitpause = 1

[State 20000]
type = SelfState
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = time > 10
value = 5050
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
projanim = anim
projid = 18446744073709551616
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,ST

hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = (5000*lose)+50
persistent = 1
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = enemy,name = "G Magaki"
trigger1 = enemy,stateno != 13300
trigger2 = enemy,name != "G Magaki"
trigger3 = lose
ignorehitpause = 1

[Statedef 13400]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30050
ctrl     = 0
sprpriority = 2

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -4000
movetime = 30
time = 30
darken = 0
sound = s10,6

[State 20000]
type = AssertSpecial
trigger1 = time <= 20
flag = noFG
flag2 = globalnoshadow
ignorehitpause = 1

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 2000]
type = BGPalFx
trigger1 = time = 20
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s8,7
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s8,12
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,13
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,18
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,19
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,29
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = time = 20
value = s10,27

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,17
volume = -100

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7,9

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7000
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7010
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10004
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10101
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10111
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Turn
trigger1 = P2dist X < 0

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s0,9
p2stateno = 213400
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = targetlifeadd
trigger1 = time > 78
value = -99999999999
absolute = 1

[State 2000]
type = targetdrop
trigger1 = target,ishelper
trigger2 = time <= 78

[State 2000]
type = ChangeState
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 13401

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 13401]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30070
ctrl     = 0
sprpriority = -100

[State 2000]
type = Explod
trigger1 = time = 0
anim = 30060

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s7,5

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,7

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,7

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,9

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,10

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 7
value = s10,10

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,8

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10,8

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 10
value = s10,6

[State 2000]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
anim = 10140
pos = 33,-103
random = 10,10
ontop = 1

[State 2000]
type = PosAdd
trigger1 = time = 1
x = P2dist X+33

[State 810,]
type = EnvShake
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
time = 4
freq = 180
ampl = 2

[State 2000]
type = Turn
trigger1 = time = 2

[State 2000]
type = Explod
triggerall = Var(30) = 0
trigger1 = AnimElem = 3
anim = 30080
ontop = 1

[State 2000]
type = Explod
triggerall = Var(30) > 0
trigger1 = AnimElem = 3
anim = 30080
ontop = 1
trans = addalpha
alpha = 70,256

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 213400]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name = "G Magaki"&&palno = 12
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = PlaySnd
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
value = s11,0
freqmul = 0.5
volume = 255

[State 20000]
type = ChangeAnim2
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = 20000
ignorehitpause = 1

[State 2000]
type = Turn
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = enemy,name = "G Magaki"
trigger1 = enemy,stateno = 13401
trigger1 = enemy,time > 165
x = -6
y = 1
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = enemy,name != "G Magaki"
x = -6
y = 1
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
y = -103
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = SelfState
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = enemy,name = "G Magaki"
trigger1 = enemy,stateno = 13401
trigger1 = enemy,time > 165
trigger2 = enemy,name != "G Magaki"
value = 5050
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
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[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[state 1000 nulls]
type = Null
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
trigger1 = 1
ignorehitpause = 1

[Statedef 13500]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30090
ctrl     = 0
sprpriority = 2

[State 2001, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,11

[State 2000]
type = varset
trigger1 = time = 52
var(51) = 600

[State 2000]
type = ChangeState
trigger1 = time > 52
value = 13501

[Statedef 13501]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30100
ctrl     = 0
sprpriority = 2

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 13600]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30030
ctrl     = 0
sprpriority = 3

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -4000
movetime = 30
time = 30
darken = 0
sound = s10,6

[State 20000]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = globalnoshadow
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = time > 30
flag = noBG
ignorehitpause = 1

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 2000]
type = BGPalFx
trigger1 = time = 20
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s7,15
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s8,7
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s8,12
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,13
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,18
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,19
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,29
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = time = 20
value = s10,27

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,17
volume = -100

[State 2000]
type = PlaySnd
trigger1 = time = 90
value = s10,4

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10,5
channel = 1

[State 2000]
type = PlaySnd
trigger1 = win
value = s10,6
persistent = 0
volume = 255
channel = 1

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7000
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7010
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10004
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10101
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10111
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = EnvShake
triggerall = GameTime%4 = 3
trigger1 = time > 90
trigger1 = time <= 140
trigger2 = time > 440
trigger2 = time <= 490
time = 4
ampl = 4
freq = 180

[State 2000]
type = EnvShake
trigger1 = GameTime%4 = 1
trigger1 = time > 140
trigger1 = time <= 440
time = 4
ampl = 8
freq = 180

[State 2000]
type = Helper
trigger1 = time = 90
stateno = 313600
pos = 0,-73

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313601

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313602

[State 2000]
type = SelfState
trigger1 = time > 490
value = 0
ctrl = 1

[Statedef 313600]
anim = 40030

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,360

[State 3000]
type = Projectile
trigger1 = time > 50
trigger1 = time <= 350
projanim = 60075
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 20
projscale = 2,2
getpower = 100
velocity = -20*cos(pi*var(0)/180),-20*sin(pi*var(0)/180)
attr = S, SP
animtype = Hard
damage = 20 ,5
hitflag = MAFPD
guardflag = M
hitsound = s10,0
guardsound = s1,1
pausetime = 0,10
sparkno = s10022
guard.sparkno = s10022
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10091
id = 10091
removetime = 400
scale = 1,1
ontop = 1
ownpal = 1

[State 2000]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 10091

[State 2000]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 10091

[State 2000]
type = DestroySelf
trigger1 = time > 400

[Statedef 313601]
anim = 40040

[state 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 2000]
type = PlayerPush
trigger1 = 1
value = 1

[state 2000]
type = posset
trigger1 = P2Dist X < 0
x = enemy,pos x

[state 2000]
type = posset
trigger1 = P2Dist X <= -100
x = enemy,pos x

[state 2000]
type = posadd
trigger1 = pos x = enemy,pos x
x = 10

[state 2000]
type = velset
trigger1 = 1
x = 8

[state 2000]
type = turn
trigger1 = parentdist X < 0

[state 2000]
type = destroyself
trigger1 = time > 300

[Statedef 313602]
anim = 40020

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s0,9
pausetime = 0,2
p2stateno = 213100
ignorehitpause = 1

[State 10000]
type = targetlifeadd
trigger1 = 1
value = -99999999999999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = ParentVarSet
trigger1 = numtarget > 0
var(42) = 1

[State 10000]
type = targetdrop
trigger1 = target,ishelper

[State 10000]
type = targetstate
trigger1 = win
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 5150
persistent = 0
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = time > 300
ignorehitpause = 1

[Statedef 13700]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30130
ctrl     = 0
sprpriority = 3

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -5000
movetime = 30
time = 30
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = time <= 285
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 10001, Shake Screen]
type = EnvShake
trigger1 = time > 30
trigger1 = time <= 90
trigger1 = GameTime%4 = 1
time = 4
ampl = 2
freq = 180

[State 10001, Shake Screen]
type = EnvShake
trigger1 = time > 90
trigger1 = time <= 165
trigger1 = GameTime%4 = 1
time = 4
ampl = 4
freq = 180

[State 10001, Shake Screen]
type = EnvShake
trigger1 = time > 165
trigger1 = time <= 285
trigger1 = GameTime%4 = 1
time = 4
ampl = 2
freq = 180

[State 10001, Shake Screen]
type = EnvShake
trigger1 = time > 285
trigger1 = time <= 315
trigger1 = GameTime%4 = 1
time = 4
ampl = 1
freq = 180

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,6
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,21
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,24
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,31
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,32
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,33
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,16
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,26
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,27
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,18
ignorehitpause = 1

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,19
ignorehitpause = 1

[State 2000]
type = PlaySnd
trigger1 = time = 90
value = s10,28
ignorehitpause = 1

[State 2000]
type = PlaySnd
trigger1 = time = 125
value = s8,11
ignorehitpause = 1

[State 2000]
type = PlaySnd
trigger1 = time = 125
value = s10,13
ignorehitpause = 1

[State 2000]
type = PlaySnd
trigger1 = time = 165
value = s10,6
ignorehitpause = 1

[State 2000]
type = PlaySnd
trigger1 = time = 165
value = s10,11
ignorehitpause = 1

[State 2000]
type = PlaySnd
trigger1 = time = 165
value = s10,22
ignorehitpause = 1

[State 2000]
type = PlaySnd
trigger1 = time = 165
value = s10,25
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 30
anim = 10120
postype = back
bindtime = -1
sprpriority = 333
scale = 0.9,0.9
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time > 30
trigger1 = time <= 150
anim = 10130
postype = back
removetime = 1
bindtime = -1
sprpriority = 333
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 90
anim = 10210
postype = back
bindtime = -1
sprpriority = 999
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 165
anim = 10221
postype = back
pos = 160,0
scale = 1.1,1.1
removetime = 120
bindtime = -1
sprpriority = 999
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 285
anim = 10231
postype = back
bindtime = -1
ontop = 1
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7000
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7010
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10100
pos = -29,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10110
pos = -29,-102
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1

[State -2]
type = HitDef
trigger1 = var(52) = 1
attr = A,AA
hitflag = MAFPD
guardflag = MA
affectteam = F
sparkno = -1

[state 2000]
type = Helper
trigger1 = time = 0
stateno = 313700
ignorehitpause = 1

[state 2000]
type = Helper
trigger1 = time = 0
stateno = 313701
ignorehitpause = 1

[State 2000]
type = Helper
triggerall = palno = 12
trigger1 = time = 0
stateno = 313702
pos = -29,-102
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[state 2000]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999
absolute = 1
ignorehitpause = 1

[state 2000]
type = TargetState
trigger1 = 1
value = 5150
ignorehitpause = 1

[state 2000]
type = Projectile
trigger1 = time > 30
trigger1 = time <= 90
projanim = 40020
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = -99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
fall = 1
air.fall = 1
ignorehitpause = 1

[state 2000]
type = Projectile
trigger1 = time > 90
trigger1 = time <= 165
projanim = 40020
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
fall = 1
air.fall = 1
ignorehitpause = 1

[state 2000]
type = Projectile
trigger1 = time > 165
trigger1 = time <= 285
projanim = 40020
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 9999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
fall = 1
air.fall = 1
ignorehitpause = 1

[State 2000]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = time > 315
value = 0
ctrl = 1
ignorehitpause = 1

[Statedef 213700]
type    = A
movetype= H
physics = N
velset = 0,0

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 20000]
type = NotHitBy
trigger1 = 1
value2 = SCA
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name = "G Magaki"&&palno = 12
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name = "G Magaki"&&root,palno = 12
triggerall = ishelper
trigger1 = 1
ignorehitpause = 1

[State 20000]
type = LifeSet
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = PowerSet
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 20000]
type = ChangeState
triggerall = name != "G Magaki"||name = "G Magaki"&&palno != 12
triggerall = ishelper = 0
trigger1 = lose
value = 5150
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
trigger1 = ishelper
flag = invisible
ignorehitpause = 1

[State 20000]
type = BindToTarget
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToParent
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = BindToRoot
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 20000]
type = VelSet
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 20000]
type = PosSet
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 20000]
type = Projectile
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = 1
projanim = anim
projid = 18446744073709551616
projremove = 1
projremovetime = -1
projpriority = 99999
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999,99999
offset = 0,2500
attr = C,ST
hitflag = MAFPD
sparkno = -1
numhits = 0
p1stateno = (5000*lose)+50
persistent = 1
ignorehitpause = 1

[State 20000]
type = DestroySelf
triggerall = name != "G Magaki"||name = "G Magaki"&&root,palno != 12
triggerall = ishelper
trigger1 = enemy,name = "G Magaki"
trigger1 = enemy,stateno != 13700
trigger2 = enemy,name != "G Magaki"
trigger3 = lose
ignorehitpause = 1

[Statedef 313700]
anim = 40020

[State 20000]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 213700
ignorehitpause = 1

[state 2000]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999
absolute = 1
ignorehitpause = 1

[state 2000]
type = TargetDrop
trigger1 = target,ishelper
ignorehitpause = 1

[state 2000]
type = TargetState
trigger1 = target,ishelper = 0
value = 213700
ignorehitpause = 1

[State 2000]
type = DestroySelf
trigger1 = root,stateno != 13700
ignorehitpause = 1

[Statedef 313701]
anim = 40080

[state -1]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
slot = 1
stateno = 313701
time = 1
forceair = 0

[State 20000]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[State 2000]
type = DestroySelf
trigger1 = root,stateno != 13700
ignorehitpause = 1

[Statedef 313702]
anim = 40030

[State 310000]
type = PalFx
trigger1 = time = 30
sinadd = -256,-256,-256,200
time = 50
supermovetime = 99999
pausemovetime = 99999

[State 310000]
type = Explod
trigger1 = time <= 80
anim = 10200
id = 10200200
scale = abs(0.05*(time-30)),abs(0.05*(time-30))
removetime = 16
;bindtime = -1
ontop = 1
supermovetime = 99999
pausemovetime = 99999

[State 310000]
type = RemoveExplod
trigger1 = time = 80
id = 10200200
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = DestroySelf
trigger1 = time > 80

[Statedef 13800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30020
ctrl     = 0
sprpriority = 3

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -5000
movetime = 30
time = 30
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 10001, Shake Screen]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 182
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State -2]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,6
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,24
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,31
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,32
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,33
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,16
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,26
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,27
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10,21

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10,23

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10,28

[State 2000]
type = Explod
trigger1 = time = 42
anim = 6050;10002
removetime = 120
pos = -11,-170
ownpal = 1
ontop = 1

[State 2000]
type = Explod
trigger1 = time >= 52
trigger1 = time <= 162
trigger1 = time%3 = 1
anim = 6050;10003
pos = -11,-170
ownpal = 1
sprpriority = -999

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10100
pos = 0,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10110
pos = 0,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 42
anim = 10021
id = 10021
pos = -11,-170
removetime = 140
bindtime = -1
removetime = 100
ownpal = 1
ontop = 1

[State 2000]
type = ModifyExplod
trigger1 = time > 42
trigger1 = time <= 142
id = 10021
scale = 0.01*(142-time),0.01*(142-time)

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
ignorehitpause = 1

[State 2000]
type = Helper
triggerall = palno = 12
trigger1 = time = 0
stateno = 313702
pos = 0,-120
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = Helper
trigger1 = time = 42
stateno = 313800

[state 2000]
type = Projectile
trigger1 = GameTime%3 = 1
trigger1 = time > 52
trigger1 = time <= 162
projanim = 40020
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[State 2000]
type = TargetLifeAdd
trigger1 = time > 52
value = -9999999999

[State 2000]
type = TargetState
trigger1 = time > 52
trigger1 = GameTime%3 = 1
value = 5150

[State 2000]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = time > 202
value = 13801

[Statedef 13801]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30021
ctrl     = 0
sprpriority = 3

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 313800]
anim = 40030

[State 2000]
type = BindToRoot
trigger1 = 1
pos = -11,-170

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,200

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 60071
random = 25,25
ownpal = 1
ontop = 1

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 60074
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1

[State 2000]
type = DestroySelf
trigger1 = time > 120

[Statedef 13900]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30140
ctrl     = 0
sprpriority = 3

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -5000
movetime = 30
time = 30
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 10001, Shake Screen]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 182
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State -2]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,6
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,24
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,31
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,32
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10,33
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,16
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,26
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10,27
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10,21

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10,23

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10,28

[State 2000]
type = Explod
trigger1 = time = 42
anim = 10002
removetime = 120
pos = 85,-151
ownpal = 1
ontop = 1

[State 2000]
type = Explod
trigger1 = time >= 52
trigger1 = time <= 162
trigger1 = time%3 = 1
anim = 10003
pos = 85,-151
ownpal = 1
sprpriority = -999

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10100
pos = 0,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10110
pos = 0,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 42
anim = 10021
id = 10021
pos = 85,-151
removetime = 140
bindtime = -1
removetime = 100
ownpal = 1
ontop = 1

[State 2000]
type = ModifyExplod
trigger1 = time > 42
trigger1 = time <= 142
id = 10021
scale = 0.01*(142-time),0.01*(142-time)

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
ignorehitpause = 1

[State 2000]
type = Helper
triggerall = palno = 12
trigger1 = time = 0
stateno = 313702
pos = 0,-120
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = Helper
trigger1 = time = 42
stateno = 313900

[state 2000]
type = Projectile
trigger1 = GameTime%3 = 1
trigger1 = time > 52
trigger1 = time <= 162
projanim = 40020
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[State 2000]
type = TargetLifeAdd
trigger1 = time > 52
value = -9999999999

[State 2000]
type = TargetState
trigger1 = time > 52
trigger1 = GameTime%3 = 1
value = 5150

[State 2000]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = time > 202
value = 13901

[Statedef 13901]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30141
ctrl     = 0
sprpriority = 3

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 313900]
anim = 40030

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 85,-151

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,200

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 60071
random = 25,25
ownpal = 1
ontop = 1

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 60074
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1

[State 2000]
type = DestroySelf
trigger1 = time > 120

[Statedef 14000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 310
ctrl     = 0
sprpriority = 3

[State 2000, 超必殺技発動の時間停止]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 30
time = 30

[State 20000]
type = AssertSpecial
trigger1 = time <= 30
flag = noBG
flag2 = noFG
flag3 = nobardisplay
supermovetime = 3600
pausemovetime = 3600

[State 2001]
type = ChangeAnim
trigger1 = time <= 30
value = 310

[State 2001, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno != 12
trigger1 = AnimElem = 1
anim = 7110
pos = 0,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10100
pos = 0,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 10110
pos = 0,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,1
persistent = 0

[State 2000]
type = Helper
trigger1 = AnimElem = 6
stateno = 314000

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 314000]
anim = 40030

[State 1000]
type = Helper
trigger1 = time%10 = 0
stateno = 1901
pos = Random/3,-300
postype = back
size.xscale = 0.2
size.yscale = 0.2

[State 2000]
type = DestroySelf
trigger1 = time > 200
